'Maya'

 
'Hand Modeling '
by Sean Hewitt


So I’m going to start cutting in these edges. Note we’re cutting in an edge on each segment of finger as well. Not for rigging, but so we can define their curvature.


Ok. So we’ve cut in all this geometry. These are the underlying patterns that are going to give us the building blocks we need to sculpt the shape we’re looking for. So, time to start sculpting. To do this I’m going to display the wireframe for the model and use softmod to space out edges and shape things. If you delete history of the model the softmod nodes shouldn’t stay on the model. If they do, just hide deformers in your view and you can delete history later.


Adjust the fall off to a reasonable size to move a small chuck of geometry at a time and start spacing out your faces to a more uniform size, as well as shaping the hand.


You may find that your softmod fall off jumps all over the place in size every time you make a new selection. I’ve found Softmod really only likes to work well if you have your preferences set to use centimeters. Anything smaller or larger and it changes size all the time.




So here’s a demonstration of the theory behind why we’ve been cutting the geometry the way we have. The red lines follow the creases of the hand. Our geometry is mimicking that pattern. As you space out the geometry on the palm try to match these patterns. Again, your own hand is a great example for this.



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