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So now we have our fingers, so let's go ahead and stitch them together and then create the back of a hand. So the stitching as you know now, you just select the two vertices from each one and I'm going to go ahead and turn off my widget here because it's kind of getting in the way. So, we take 1, 2, 3, 4 and make an F for face and then take the finger right next to it. F again, and now we'll go to the Pointer. Now I can't make a face because those are actually overlapping. So, I'm going to have to take these off a little bit. I could also merge these as well if you wanted to merge them.
I just like to think of the webbing that's between the fingers as being a separate face. All right, now we need to start creating the mesh for the thumb to the finger, to the pointer, and connect the thumb to the rest. Just choosing these outsides, this is also just going to give us a frame of reference and then we're going to connect the pinky. Now, we have the same kind of exercise that we have to go through with the shoulders and linking one to many vertices.
We're going to do that a little bit but it would be way too much to do across and we'd end up probably some streaking. What I'd like to do is create some knuckle joints and there is four knuckles across the front, as you know now for every point. And I'm going to go ahead and position my 3D cursor right here in the Side view here so I know what distance it is. What I'd like to do is go ahead and pick my first finger and then hit Ctrl and click. That extrudes that edge. This would be to my pointer knuckle, then click again to be in between the knuckles and now my middle finger knuckle and between my ring finger knuckle and between my pinky finger in-between.
And now I can connect these two to make the edge. Can you see how that's coming up? Then I just need to stitch all of these together into a completed mesh, like I'll do this one right here 1, 2, 3, 4 and then I can do this face. I can see my hand getting done on the other side. That builds up the knuckles. Now, we can connect the knuckle and I'll just do the pinky knuckle here, 1, 2, 3, 4 and eventually we'll skin this all up to fill in that area.
Then this area is the broad area of the back of a hand, catching up here. Lots of clicking, make sure you get a really good mouse, because you're going to be doing a lot of clicking when you model. So now we have a point where we've connected everything with four edges and worked down to that triangle. Now, you could just ignore that if you wanted to, or the way to solve this and make a triangle into a quad is to delete this edge right here and add another vertex.
We'll position this vertex here, getting in a little closer. 1, 2, 3, 4 and 1, 2, 3, 4. It's still a little out there, we'll move that back into position and then we have the back of a hand with the knuckles, so everything will deform nicely. Now we're just going to repeat the process for the palm of the hand. What you can do is when you need to add another vertex, put it someplace where there is a big muscle like right by the thumb here and so you can pop that thumb out a little bit and give the hand a little meatier flavor.
Also notice that I haven't modeled everything straight. This is semi-realistic. If I was doing a simple toon character, then probably I could get away with less, but this is a low-poly model where you might want to show him grabbing the Warhammer, something like that, the great ruler. So we have enough vertices now where we can put in some bones and do some great hand stretching. So that wraps up making a great low- poly hand model by making one finger and then duplicating it to save some time and then stitching it altogether to make a complete unified mesh.
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