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Modeling a Hand with Block Modeling |
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This tutorial
describes how to make a simple hand. It uses the ever popular technique
of
block modeling.
The basic idea is to start with a cube divided into a small number of slices in each axis, forming a connected group of small cubes. You then move vertices around to reshape the cubes, and extrude more cubes, until you've built a very simple block figure that approximates the shape that you want to model. Then using surface subdivision and smoothing you can create smooth surfaces that follow almost any basic shape that you can imagine. You can control the sharpness of corners so that everything doesn't end up looking like PlaySkool toys. |
Start with in
the Object Editor with the front view filling the screen. Add a Cube ![]() This cube will form the basis for making the palm of your hand. You will extrude the fingers and thumb from the edges. |
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Now you switch
to point-edit mode ![]() ![]() ![]() ![]() Be careful not to move any points in the top row! These will be extruded later on to form the fingers. If you move them even slightly then your fingers won't form properly. |
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Now move the other points
to form the shape at the left. This image was made from the normal
Object Editor view using wireframe mode.
Now you need to indent the
front of the palm, and bring out the back side so they aren't so flat.
Switch to the All view in the Point Editor. You will move the eight
points hilighted at the left one-by-one. The back of the hand is
facing you in the Front view, so yo need to move these points out towards
you. First select one of the points in the Perspective view using
the Arrow Select |
Next you will extrude the
thumb out of the side of the palm. Still in Point Editor, switch
to the All view. Switch to face mode ![]() ![]() ![]() Now do two more extrudes and turn the end up a bit more each time to make the basic shape shown in the next image. That's all it takes to make a thumb! You might want to experiment with making the middle joints larger or other variations to see what effect they have on the final model. |
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Now you're
ready to make the fingers. Select the leftmost face of the top and
extrude ![]() |
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Now select the face at the base of the middle finger and extrude it three times. Make the joints slightly longer than the little finger. Don't worry if the edges between the two fingers are touching. Smoothing will pull the surfaces apart later on. Finally make the pointer finger with three last extrudes, and your basic hand model is done! | ![]() |
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Before you smooth
the hand, you need to make some materials for it. Then in the Point
Editor you can apply them to different faces. Use the Options->Materials
command to show the Material Toolbar if it's not visible.
Double click on the New material to add a new material. This shows the material dialog where you can design your materials. I made two: one called "skin" with a color of R=241, G=184, B=142, and Specular=0.4 and Roughness=8, and the other "nail" and has a color of R=250, G=225, B=202, Specular=0.3 and Roughness=10. Select all the faces with the drag-select tool. Click on the "skin" material in the Material Toolbar and then on Apply. Select View->Full to see how it looks. Then select just the 4 fingernails, and apply the "nail" material. Deselect everything and you should see something like at the left. |
There's one more
thing to do before smoothing. The edge of the nails will look better
if you don't allow them to be smoothed quite as much as the rest of the
hand. Change into line select ![]() ![]() ![]() |
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Switch back to edit
mode in the object editor mode by clicking on the topmost arrow button
on the toolbar. It is easier to see what's happening if you view
your model's individual faces. The best way to do this is to double
click on it to show it's properties dialog, and set the Smooth Angel to
1.0. Or you can view it in the faceted mode by select the View->Preferences
menu item and then select flat in the dialog that appears.
Select your model. Then select the Build->SubdivideFaces menu item. Leave the tension value at the default 0 in the dialog that appears, and click OK. Then do the same thing again. Your model should look like that shown below! |
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Straight fingers are pretty
boring. Using a couple of modifiers can really help here.
First make sure you're in the front view. Click on the add modifier
tool ![]() Next select the scale non uniform tool ![]() Select both the model and the modifier (you can use the right mouse in point-select mode to add additional objects to the selected list) and click on Build->Modifiers->BindModifier from the menu. Then double click on the modifier and set the bend angle to 105 degrees. If there are long, jagged tears in the model, then you have included either too much or too little of the model within the modifier selection rectangle. Undo the Bind and adjust the size or position of the Modifier and try again. When you are satisfied with the results, apply the Build->Modifiers->Effect command to complete the change. Continue adding Bend Modifiers until you have positioned the hand as you wish. You may want to set the Smoothing Angle to something like 75 degrees to keep it smooth looking everywhere. |
To download an Anim8or project containing the model built in the tutorial, and some intermediate snapshots, click here: tutorial_hand.zip. |
This page was last updated on March 17, 2001. |
Copyright 2001
R. Steven Glanville
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