Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Making fingers and finishing the hand

From: Modeling a Character in 3ds Max

Video: Making fingers and finishing the hand

The fingers are a fun chance to do some stylization on toony characters. It's also a good way to learn some timesaving techniques, by modeling just one finger and then copying it for the rest. Let's start out by freezing the hand so that it doesn't get in the way of the fingers for now. I am just going to select it, right- click, Object Properties, and Freeze. Let's start by making just one finger. Then we'll duplicate it. This is going to save time, so that we only really have to work on one finger. Let's make a box and drag it over the reference and right-click to lock it in.

Making fingers and finishing the hand

The fingers are a fun chance to do some stylization on toony characters. It's also a good way to learn some timesaving techniques, by modeling just one finger and then copying it for the rest. Let's start out by freezing the hand so that it doesn't get in the way of the fingers for now. I am just going to select it, right- click, Object Properties, and Freeze. Let's start by making just one finger. Then we'll duplicate it. This is going to save time, so that we only really have to work on one finger. Let's make a box and drag it over the reference and right-click to lock it in.

Let's look at this in the Perspective view. I am just going to hit Z to zoom in. We want to convert this to an editable poly so we can make some changes to it. Let's go into Polygon mode. I want to delete this face here that's closest to the palm so that we can connect it to the hand later. I'm also going to put a TurboSmooth on this, just to make it easier to see what this is eventually going to look like. So let's get out of Polygon mode and go put on a TurboSmooth. Let's give it Isoline Display and two iterations.

This is a good opportunity to see the effect that smoothing has on different types of topology. Notice how the finger is tapering a lot at the tip of the finger. This is because there's just one edge running the entire length of the finger right now. As I add Edge Loops to define the knuckles, watch what happens. So I am going to go back to Editable Poly, and let's turn on Show End Result, and let's just go up to Edit > Swift Loop. So now watch what happens as I make some new edge loops for the knuckles.

Adding more detail to the low-res mesh restrains the effect of the smooth. For this character, I want him to have stubby flat fingertips. I can do this by placing a final edge loop very close to the tip of the finger. This kind of edge loop is known as a holding edge. You can use it whenever you want a corner to be slightly rounded but mostly sharp. It's useful for making bevels. Most corners in the real world have at least a very slight roundness to them. Placing an edge loop close to a corner like this and then using TurboSmooth is a great way to replicate such corners in 3D.

The closer the holding edge is to the corner edge, the tighter the bevel. We can actually see that effect in real time. If we go into Vertex mode--I am just going to rotate this so we see it more easily-- I am going to go into Move mode, and just watch what happens as we move this holding edge closer to that corner. We get a tighter bevel--there's really close-- or a little looser one if it's farther away. Let's go ahead and add one more edge loop to the base of the finger.

The surface doesn't change at all here because the model is already open at this side. There's no polygon at the base for the TurboSmooth to curve towards. Now, let's make the other fingers. I am going to go into Move mode, and I'll just hold down Shift while I move this finger over. Actually, at first, I am going to move the whole finger a little bit more towards the end of the palm. Then I will hold down Shift as I move it. Now it is asking me what type of copy I want to make. I am going to make little bits of changes to each individual finger, so I don't want it to be an instance, because changing one would change all of them.

So I'll just leave it on Copy, and let's do that one more time. Now let's unfreeze the hand and get the fingers attached to it. Go ahead and click anywhere you want and then go up to Unfreeze All. Before we move on, let's delete the TurboSmooth from the fingers. TurboSmooth will cause problems if you attach an object that doesn't have TurboSmooth to an object that does.

Let's see if the size of the palm is roughly about the size of the fingers. Okay, yeah. It looks pretty good all the way around. There might be a little bit of adjustments that we need to make, but it's not too far off. Let's select the hand. It looks like I moved it a little bit. I am just going to hit Ctrl+Z to undo that. Now what we want to do is go down to Attach, and now we can just select each finger, click once, twice, three times and right-click to lock it in. We need to create some edge loops on the hand so that the fingers have somewhere to connect to.

I am going to use Swift Loop to make two more edges down the back of the hand and one more down the palm. Let's go into Edit > Swift Loop. Let's see, about one right here that will go in between the middle and index finger and then one right here between the pinky and the middle finger. Let's see. On the palm side-- Let's see. I think I am going to scoot this vertex over to here, so I'll just add one more edge right here and right-click to lock it in. Go into Vertex mode so I can make that change I was talking about.

There, now this vertex could be welded to these up here on the finger. Now, it's time to weld these verts. I am going to hit Alt+W so I can see this more clearly. I am going to use Target Weld. So I will just simply click and drag from a vertex that you want to weld and then the vertex that you want to weld it to. Okay, let's put a TurboSmooth on to see what it's going to look like. I am going to get out of Vertex mode.

A lot of times TurboSmooth can help you spot problems. For example, if two verts didn't weld properly but still happen to be on top of each other, you might be able to see it now. If that's a problem, TurboSmooth will make a hole in the model, and you will see a gap. Looks like everything's okay here. I am just going to make a few more edits before I call this hand done for now. Let's add a few more edges around the thumb. Right now there are not enough edges to hold any movement that this thumb would make, so I need to add some more loops to hold those joints.

Let's go back down to Editable Poly, and I am just going to insert some more loops with Swift Loop. And right-click to lock it in. Finally, I'll space the fingers out a little bit so that they're not so close together. There is a little trick I have for this. I am going to select a polygon at the tip of one of the fingers, and then I am going to click Grow. This increases the size of the selection to include adjacent polygons.

Now, let me just look at this from the top. I want to rotate this out just a little bit and then move it a little bit, just so we have a little bit more of a gap between the two fingers. And let me do the same thing with the pinky. I'm just going to rotate it out a bit and move it a bit. One last thing I want to do to the middle finger: make it just a little bit longer than the others. So I am going to do the same thing here. I am going to grow the selection. Then I will go into Scale mode by hitting R, and I'll just scale it a little bit in this direction and then move it forward just a bit too. All right! Let's step back for a second and evaluate what we have.

Looking pretty good. Now we have all the flow zones and proportions established for the hand and fingers. This method of duplicating fingers can come in handy for all types of situations where a character may have a series of similar parts, where modeling all of them separately would be time consuming. Toes can also be done this way. For realistic anatomy, you can also refine each finger individually in order to avoid the effect that all the fingers look unnaturally identical.

Show transcript

This video is part of

Image for Modeling a Character in 3ds Max
Modeling a Character in 3ds Max

42 video lessons · 7103 viewers

Ryan Kittleson
Author

 
Expand all | Collapse all
  1. 7m 36s
    1. Welcome
      1m 2s
    2. What you need to know before watching this course
      52s
    3. Overview of the design process
      3m 26s
    4. Using the exercise files
      2m 16s
  2. 40m 7s
    1. Extruding edges and faces
      7m 42s
    2. Using Paint Deform
      8m 58s
    3. Working symmetrically
      5m 32s
    4. Using TurboSmooth
      4m 39s
    5. Setting up the image planes
      8m 28s
    6. Exploring edge flow
      4m 48s
  3. 1h 15m
    1. Creating the basic facial structure
      5m 26s
    2. Creating the basic facial features
      8m 51s
    3. Making the head and neck
      7m 55s
    4. Refining the mouth
      11m 24s
    5. Shaping the eyes
      10m 53s
    6. Building the nose
      6m 45s
    7. Crafting the ears
      6m 9s
    8. Making the teeth and gums
      10m 4s
    9. Modeling the tongue and eyebrows
      7m 43s
  4. 44m 38s
    1. Modeling the upper body
      9m 45s
    2. Building the hips, legs, and feet
      5m 8s
    3. Constructing the palm and thumb
      7m 14s
    4. Making fingers and finishing the hand
      7m 53s
    5. Fleshing out the body
      9m 22s
    6. Attaching body parts with different numbers of edges
      5m 16s
  5. 13m 39s
    1. Drawing the NURBS curves for hair
      4m 11s
    2. Sweeping the NURBS curves into polygon objects
      3m 32s
    3. Sculpting the polygon hair clumps
      5m 56s
  6. 49m 54s
    1. Modeling the pants
      7m 16s
    2. Making wrinkles in the pants
      9m 0s
    3. Modeling the belt
      5m 30s
    4. Making the belt loops
      6m 35s
    5. Creating the shirt
      9m 33s
    6. Making the shoes
      12m 0s
  7. 12m 7s
    1. Putting on the finishing touches
      6m 7s
    2. Thinking about artistic appeal
      3m 59s
    3. Recapping the most important concepts
      2m 1s
  8. 27m 24s
    1. Understanding UVW maps and seams
      6m 28s
    2. Using Peel to flatten the UVW maps
      3m 50s
    3. Dealing with UVW maps across multiple objects
      10m 5s
    4. Refining the UVW layout
      7m 1s
  9. 51s
    1. What's next
      51s

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

Become a member Download sample files See plans and pricing

Please wait... please wait ...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.


Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Join now "Already a member? Log in

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.


Mark all as unwatched Cancel

Congratulations

You have completed Modeling a Character in 3ds Max.

Return to your organization's learning portal to continue training, or close this page.


OK
Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferencesfrom the dropdown menu.

Continue to classic layout Stay on new layout
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Are you sure you want to delete this note?

No

Your file was successfully uploaded.

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.