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Human Character Modeling - Hand - 06-12-2008, 03:20 PM

Hello and welcome back. In this part of the tutorial series we are going to learn to model a human hand using 3ds max. If you have watched the earlier parts of the tutorial series you would be able to understand the flow and basic thing while modeling in 3ds max. Ok, let us get started.
I have got these reference images from Google Images, I normally find ver good search result on Google images and find it very useful and helpful as it is a great place to find human anatomy references for 3D and traditional artists. You will find great deal of photo references for modeling and texturing your 3D character. You can also get reference images from many other sources also, you have to go to Google and search for human character reference images and will get hell lot of results.
Step 1
First we need to import the reference image in the background. There’re couple of ways we can do this. Right now I am going to use the easiest method. This method was used while modeling human ear in the earlier part of tutorial series. Activate Top viewport and press Alt+b to open “Viewport Background” dialog as shown below.
Figure 1. Click here to view larger image. Step 2
Now let us click on files option just below Background Source tab as shown below and when Select Image dialog appears browse through and choose the reference image from the folder where you have kept it. You have to check the radio button next to “Match Bitmap” option and then have to check the box next to “Lock Zoom/Pan” option as shown below.


Step 3
Now click OK and go to Front View and do the same thing as we did before to import image in the top view. Now change the front camera to BACK by right clicking on the FRONT and go into views and select BACK. There’ll be no change in the image. So now when you’ve finally adjusted your images let’s start blocking the palm area first. For this part of tutorial on modeling a hand let us use Box modeling process, which is so far the easiest way of learning modeling. Well, I found it easy for Beginners. Activate your Top view port and if you want to hide the grid simply press G in your keyboard and to unhide the grid again press G key. The most important thing I’d like to tell you guys, please keep saving the data regularly and every time you make changes in your work. Now select box from command panel (Standard Primitives) and start modeling from the top view. I have just placed a box according to my need and then started to add segments. I have added 4 in length and 3 in width of the box as shown below.
Figure 3. Click here to view larger image. Step 4
Now let us convert the box to edit poly by going to “Modifier List” and select the option from the drop down list.
Figure 4. Click here to view larger image. Step 5
Now let us apply turbosmooth and check the “Show Cage” option. (Show Cage Toggles the display of a two-color wireframe that shows the editable poly object before modification or subdivision. The cage colors are shown as swatches to the right of the check box. The first color represents unselected sub-objects, and the second color represents selected sub-objects. Change a color by clicking its swatch. Typically this feature is used in conjunction with the NURMS Subdivision feature, or with the MeshSmooth modifier , because it lets you easily toggle visibility of the unsmoothed base object while simultaneously viewing the smoothed result, but it works with any modifier. When used with a modifier, turn on Show End Result to make Show Cage available).

Step 6
Now let us start modeling hand, first start moving the vertex and match it according to the topology of the palm as shown below.
Figure 6. Click here to view larger image. Step 7
Keep moving each vertices and match it with the reference image. Before proceeding I just wanted to ask you a question, tell me the name of all five fingers. Be honest and don’t look down, well while modeling things you should have knowledge of what you’re modeling. If you do not know here is what it is called - 1st is Thumb, 2nd is Index finger, 3rd is Middle finger 4th is Ring and finally the 5th is Pinky. Create one more box, with it we shall start modeling fingers, Let us start with middle finger. See in the below image how many segments I have placed for the box with which we are going to model. Let us place the box just above the middle finger of the reference image as shown below.
Figure 7. Click here to view larger image. Step 8
Now let us convert it to edit poly from the modifiers list and apply turbosmooth and select show cage option as we did earlier. According to the reference image move the vertex giving it a proper flow as shown below.
Figure 8. Click here to view larger image.


Step 9
Now let us add 3 more segments to the box where the joints are supposed to be. When tweaking with it, make sure that you match it with the reference image as shown below. We can add edge loops in couple of ways, by either right clicking on the viewport and clicking on the box next to “Connect” option or you can see the option in the command panel when you’re in vertex or edge mode etc. Don’t add more segments as we’re working on a low poly character, off course you can add segments but only in the place where you need them because in the end you’ll find it to be high mesh model and will be problematic while rendering, saving etc., as it consumes more of RAM unnecessarily.
Figure 9. Click here to view larger image. Step 10
Take a look at the below image to see how I have placed the vertex and the segments and matched it according to the reference image. Now select the corner vertex of the finger and push them down.
Figure 10. Click here to view larger image. Step 11
You can also see how I have pushed the edge loop of joint to the upper in the below image.
Figure 11. Click here to view larger image.

Step 12
Now let us select the lower vertex of the finger and push them upside and give it a hexagonal shape and when you apply Turbosmooth or you switch it on you’ll get a smoother version. You can as well model a finger using a cylinder. Now let us add one more segment right in the middle of the finger as shown below.
Figure 12. Click here to view larger image. Step 13
Let us scale it out a bit and when we turn on the Turbosmooth option it would look as shown in the below image.
Figure 13. Click here to view larger image. Step 14
Now let us select the corner Polygon face of the finger and delete them as shown in the below image.
Figure 14. Click here to view larger image.

Step 15
Now let us push back the front part of the finger to make it smoother at its corner as shown below.
Figure 15. Click here to view larger image. Step 16
Keep tweaking with model till it perfectly refined, once you start modeling it’s never ending process and you’ve to keep on adding details. Now we’re going to work on its nail part. Select the two polygon faces as shown below.
Figure 16. Click here to view larger image. Step 17
Now let us select these faces and extrude them down. Just right click and select extrude. This option is also available in your command panel. See the below image for your reference.
Figure 17. Click here to view larger image.

Step 18
Now let us scale the extruded part a little bit inside and give another extrusion right outside as shown below.
Figure 18. Click here to view larger image. Step 19
Now let us add one more edge loop right in the middle of the nail and push the middle vertex upside a bit to give the nail a smoother shape as shown below.
Figure 19. Click here to view larger image. Step 20
Once you are finished with modeling finger remove the turbosmooth for both the finger and the palm objects. Now let us delete the polygon face of the palm as shown below and then we shall attach both palm and finger together a shown below.
Figure 20. Click here to view larger image.

Step 21
To weld these vertices you can use target weld option as shown below.
Figure 21. Click here to view larger image. Step 22
Now you can see that few segments are not attached to the palm objects as we need one more segment, since we would adding one segment to the palm object as shown below.
Figure 22. Click here to view larger image. Step 23
After adding the additional segment horizontally and vertically, now you would be able to weld the two objects as there enough segments to weld.
Figure 23. Click here to view larger image.
Step 24
Now let us select the edge of the finger and ring it and then add one segment right there, as it will help in animating the mesh.
Figure 24. Click here to view larger image. Step 25
As we have finished modeling a finger, you don not need to model other four fingers, as you simply duplicate the geometry of the already modeled finger and then you can tweak with such that it matches perfectly with the reference image. To duplicate the finger object we have to select polygon faces of the finger as shown below.
Figure 25. Click here to view larger image. Step 26
Hold down the shift key and drag it, then you will be asked whether you want to clone it as object or clone it as element, just check the "Clone as Element” and click ok as shown below.
Figure 26. Click here to view larger image.

Step 27
Now you have to match it with your reference that’s an easy task to do. Once you tweaked with duplicated finger and matched with reference image you have to do the same thing as we did earlier by deleting the border polygon faces of palm and target weld. If they do not weld properly see whether there are enough segments matching properly if not you have to add additional segments were ever required and the resultant image would be as shown below.
Figure 27. Click here to view larger image. Step 28
Now once again select the polygon faces of the index finger and do as we did earlier, shift and drag it and create duplicate and we shall tweak with and make it a ring finger. Make sure create duplicate object by selecting clone as element.
Figure 28. Click here to view larger image. Step 29
Now let us match each and every vertex properly with the reference image as shown below.
Figure 29. Click here to view larger image.

Step 30
Before attaching the palm object with ring finger object we should remove the border polygon face as we did earlier.
Figure 30. Click here to view larger image. Step 31
Now let us target weld vertices like as we did earlier while creating the index finger.
Figure 31. Click here to view larger image. Step 32
Now let us select the edge and ring it and add one segment as shown below.
Figure 32. Click here to view larger image.

Step 33
Now let us weld vertices, keep in mind and try to give a rounder shape as this will keep the topology smoother. Once again do the same thing by select ring finger and shift dragging to create a duplicate with clone as element option selected and then we have to match it with the reference image and this would be the pinky finger.
Figure 33. Click here to view larger image. Step 34
Now let us target weld each vertex and if it does not weld properly create new segments were ever necessary.
Figure 34. Click here to view larger image. Step 35
Ok, as of now we have finished modeling the four fingers and now we need to model the thumb. Thumb cannot be created by duplicating other finger as it is totally different. Now let us select border polygon face of palm and extrude it as shown below.
Figure 35. Click here to view larger image.

Step 36
Try to create objects smoother and hexagonal type as when you apply turbosmooth it will get rounder. Now let us add one more segment and select the edge and then ring it and click “Connect” as shown below.
Figure 36. Click here to view larger image. Step 37
Now let us select polygon faces and move them down such that it matches with the side reference image. So far we have been working from the top view and perspective view now let us use back viewport.
Figure 37. Click here to view larger image. Step 38
Now let us extrude the polygon face it one more time and match it with the reference image as shown below.
Figure 38. Click here to view larger image.
Step 39
Now let us extrude one more time and tweak with it such that it matches with reference image as shown below.
Figure 39. Click here to view larger image. Step 40
Finally, let us create one more extrusion, where the nail would be created.
Figure 40. Click here to view larger image. Step 41
Keep tweaking until very thing matches with both the reference images and finally you should get a decent and smoother result.
Figure 41. Click here to view larger image.
Step 42
Now let us select the two polygon faces and extrude them down to define the nail, as we did earlier as shown below.
Figure 42. Click here to view larger image. Step 43
Now let us scale it down a bit and click on “Repeat Last” button in “Edit Geometry” (Repeat Last: Repeats the most recently used command. For example, if you extrude a polygon, and want to apply the same extrusion to several others, select the others, and then click on Repeat Last.).
Figure 43. Click here to view larger image. Step 44
Pull that extrusion outside and start moving it’s vertices as shown below.
Figure 44. Click here to view larger image.
Step 45
One again add segment right in the middle area of the nail to make it smoother as shown below.
Figure 45. Click here to view larger image. Step 46
Now let us add segments where the thumb joint should be as we have to make it more flexible and match with the reference image as shown below.
Figure 46. Click here to view larger image. Step 47
Now let us start tweaking with the palm object. Select the vertex and pull them up as you see there would be little bit of bulge at the part side of the palm as shown below.
Figure 47. Click here to view larger image.
Step 48
You have keep on tweaking with the palm till you get the desired result as shown below. Make sure to match the model with both the reference images.
Figure 48. Click here to view larger image. Step 49
Now I think you might have finished tweaking the upper side of the palm, and if so let us go ahead and start tweaking with lower side of the palm.
Figure 49. Click here to view larger image. Step 50
Now let us select the vertices near the thumb area and push them up as shown below.
Figure 50. Click here to view larger image.
Step 51
Now let us select the middle vertex line and push it down to make a line and then pull up the corner part of the palm area as we did for the near the thumb.
Figure 51. Click here to view larger image. Step 52
You need to tweak a lot with model till you get the desired result. Finally I feel that I have got everything quite nice and as intended by me and I hope you have also achieved the goal. If not do not worry keep on working with the model till you succeed. Modeling is a tough thing to get perfection as you need lot dedicated hard work and once you are fluent then no one can stop you. The below image shows the image which I finally achieved by going through this tutorial exercise.
Figure 52. Click here to view larger image. I hope you enjoyed this tutorial. In the next part of the tutorial exercise we would be learning to create a foot of a human character and I hope, I will be able to be back with you as early as possible with the next tutorial.



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