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Maya - Hands and feet

By Jahirul Amin
Web: Open Site
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Date Added: 21st October 2013
Software used:
Maya
1795_tid_mainimage.jpg

In this tutorial we look at adding the hands and feet to our model.


Free resources: Download here

In this tutorial, we continue to build our character by adding the hands and feet. Without doubt, the hands are the second most expressive part of the body after the face. Modeling will therefore need careful consideration in order to allow for a huge range of movements during the rigging and animation process. Both the hands and the feet have contrasting upper and lower sides: the dorsal side (back) of the hands and feet is bony as the bones sit closer to this side, while the palmer/plantar side is a lot fleshier. It's important to bear this in mind as at all costs we want to avoid the look of marigold hands.

For this tutorial, we will continue to use the reference from the awesome folks at 3dscanstore. However, please note that as well as looking at the front, side and back views supplied, I have also used all the other images that come with the collection to extract as much info as I could during the modeling process. Check out what they have to offer; it's all good stuff. However, as there is no substitute for the real thing, examine your own hands and those of the people closest to you – with their permission, of course. Examine them in terms of the way they look, feel and move.

For this tutorial, we will continue to use the reference from the awesome folks at 3dscanstore. However, please note that as well as looking at the front, side and back views supplied, I have also used all the other images that come with the collection to extract as much info as I could during the modeling process. Check out what they have to offer; it's all good stuff. However, as there is no substitute for the real thing, examine your own hands and those of the people closest to you – with their permission, of course. Examine them in terms of the way they look, feel and move.

Step 1: Thinking about topology

First off, I've produced a quick draw-over (thanks again to 3dscanstore) of the proposed topology which I think will work well for the hands. This could change slightly as the modeling of the hand progresses but I like to have a simple plan in place before I start pushing and pulling vertices around. I've only drawn the topology for one finger as we can simply duplicate a completed finger and re-purpose it for the remaining fingers. I've also indicated the styloid process of the ulna, which I want present, as well as the tendons on the palmer side of the wrist.

1795_tid_fig_01.jpg
The proposed topology of the hand


Step 2: Blocking out the finger

Once I have my topology draw-over, I bring it into a clean scene in Maya as an image plane. We could continue to model the hand in the current pose, but I find it easier to work when looking at the hand flat on. We will later import it into an up-to-date scene with the current model and attach it.

Now create a polygonal cube and scale it to roughly match the size of the index finger. Delete the bottom face (where the finger would attach to the palm) and run 2 edge loops, one through the height and one through the length of the cube, followed by a further 2 edge loops running through the width of the cube, dividing each phalanx bone. Once you have added the extra detail, move the vertices around to match the reference.

1795_tid_fig_02.jpg
Blocking out a finger from a polygon cube



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