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I'm using Anim8or and I think I'm "hooked" on 3D!
After doing the EggPlant tut with it I wanted more. I saw a fancy hand done elsewhere and wanted to try it. But realised putting wrinkles and fingernails on all 4 fingers and thumb would be very time comsuming so doing one finger scaling then adding it might be easier and I'd learn just as much. This is a "box' Model but will start again with the new approach.
So now I gotta learn how to weld fingers to the body of the hand and make finger nails and add texture and......well you know..what fun!
Any C&C's are welcome to this 3D newbie!
Bob C
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I'm using Anim8or and I think I'm "hooked" on 3D!
After doing the EggPlant tut with it I wanted more. I saw a fancy hand done elsewhere and wanted to try it. But realised putting wrinkles and fingernails on all 4 fingers and thumb would be very time comsuming so doing one finger scaling then adding it might be easier and I'd learn just as much. This is a "box' Model but will start again with the new approach.
So now I gotta learn how to weld fingers to the body of the hand and make finger nails and add texture and......well you know..what fun!
Any C&C's are welcome to this 3D newbie!
Bob C
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Hi Bob... you were on the right track in doing the whole hand as in apposed to doing finger by finger...
fact is, the human hand could take even a world class modeler like Bay Raitt hours to complete... there are truly no short cuts for the effort required to cut in all the details...
from what I see, you have the general shape down nicely, however, I believe that you have divided too much too early here thus ending up with quite a heavy mesh even before said details are to be added.... the trick is to create same shape only leaving things more boxy, as in no divides, or perhaps one level of divide, and once you have the shape extruded all cubey like you would start to cut in the details while still in said boxy level...
saving the smoothing until the very end/completion...
also remember to save copies of your first level, boxy hand... never know when you might like to create a character to put these hands on, and it will be much easier to bridge things up from said boxy level, keeping in mind that in order to bridge there must be the same number of edges on each object... hope this makes sense
here is a a link to some box modeled hands done by some of the finest box modeling dudes on the planet... you will notice that though there are a lot of poly's showing for these hands that things are still very much boxy during construction.... basically as suggested, cube it out and cut in those details... and wow, what a ton of work eh?
not to worry Bob, I think you have the patience to do a fine job of this...
because all in all, yup, I thinx you are indeed hooked on 3D
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Ahh great advice gidgit,
Wasn't sure when and were to do the detailed stuff. I don't know exactly how to add edges exactly where I want them yet and it is easier to remove them http://www.talkgraphics.com/images/smilies/smile.gif
I actually didn't save this model "smoothed" I did two "undos" after these screen grabs..It seemed "safer" to me to keep it blocky. SO that is helpful to know to do a "Save as" and always have a basic form in hand, makes sense.
Another point(Question).....It seems odd to do "detailed work" in such a blocky form and then smooth it a bit (Anim8or calls this "Subdivide Faces") there are so few edges and vertices to work with. What will happen to the detail? I guess I should just try it but I'd be happy to hear your thoughts too.
Question 2: Subdividing faces (smoothing) reduces the model in size somewhat. I had to resize my hand model twice so it matched the drawing I brought into the program and modeled against. Is that normal?
Thanks for any further advice.
Bob C.
WOW gidgit what a cool ref site Thanks! I was responding to your reply and it didn't have the ref in it. After I posted mine your update was there..very nice Thanks again man!
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Haha, thought you might enjoy that site... I go there and sit back in the shadows, awe struck while observing and learning how the best of the best do things http://www.talkgraphics.com/images/smilies/smile.gif
" I have edited my post and removed a fec pic examples after all this was in fact Bob's thread... DOH... sorry bout that BobC " http://www.talkgraphics.com/images/smilies/smile.gif
and yes, subdividing will make things become smaller... it is normal... http://www.talkgraphics.com/images/smilies/smile.gif if you took a block of wood and then chopped off the corners to make things rounder you would end up with a smaller piece of wood... same same in subding something...
happy creat'n http://www.talkgraphics.com/images/smilies/smile.gif
[This message was edited by gidgit on January 08, 2004 at 21:04.]
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Too bad I missed them gidgit. Were they examples of some of your work?
My Post? Heck I "sit back in the shadows" here as far as 3D goes Im glad to have the interaction.
BoB C.
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Hi Bob... ok then, here's a hand I did earlier today/yesterday (thurs.) in order to show you that it is cool to keep things boxy for as long as possible, cutting in as much detail as one can before doing the subd... thus there are always fewer verts/edges/faces to tweak into shape before allowing the subdivide to take over the rest of the work... ( wings subd mode is too slow and hoky, at least on my machine, to interact with, better to just go at it in reg mode and do the odd subd preview )
here's the boxy version...
The fingers extruded out six segments, we then did a inset on the top appropriate faces for the knuckles, and moved said inset up along y slightly, then did an inset for finger nails, but instead of moving up, we extruded the finger nails up slightly then extruded the front faces of the nails out z (front) slightly... then selected the back edge of said nails and moved these edges back down along y... after the basic shapes had been done then we cut and connected the fingers into two top/bottom and sides by simply selecting one edge on each and hitting "g" to select the rings then hit "c" and voila... divided into two for further manip... etc... some edge loops we have also beveled to create new rows... as well the cartilage behind the fingers are but three edges inline beveled and moved up slightly... just try it and you will soon get the idea... and if for what ever reason something looks slightly out of place, remember that "tweak" is a wonderful tool to have at your disposal http://www.talkgraphics.com/images/smilies/smile.gif
oh, and one more important thing to keep in mind from the git go, be sure to create a face between each finger so as to better create that webbed effect you have between each finger... I didn't do this and thus ended up cutting an extra row in front of the knuckles and then had to move the fingers around a bit to gain some space between... ugggg http://www.talkgraphics.com/images/smilies/biggrin.gif ... much easier to keep this in mind first, and cut the front face of the cube into 7 and scale down width wise three faces, each to be between the remaining four larger faces which are extruded for those fingers... geez I hope this makes some sense to you... If not just let me know and I will attempt to put it another way... http://www.talkgraphics.com/images/smilies/biggrin.gif
[This message was edited by gidgit on January 09, 2004 at 01:26.]
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and here's a smooth preview, or what it would look like upon one level of smoothing/subdividing...
now remember eh, this hand still requires a ton of work, not to mention that Bay Raitt we are not... hehe http://www.talkgraphics.com/images/smilies/biggrin.gif
but... yea, as you can see it is starting to take shape pretty nicely...
a few tweaks here and there, a couple of more details added and voila, one human hand in the making... http://www.talkgraphics.com/images/smilies/smile.gif
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and... any of you modeling types out there who may have some tips, tricks and or comments in how to better make the human hand, by all means, post em... we are here to learn and grow eh http://www.talkgraphics.com/images/smilies/smile.gif
thanks BobC for letting us share here http://www.talkgraphics.com/images/smilies/smile.gif
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Awesome gidgit..and sooooo fast!
Some great points too! The one about extruding the nail end helped a lot! (See my efforts to date below)
I was wondering about the area between the fingers, interesting thought about making 7 faces not just 4. My initial post in this thread was done with only 4 and seemed Ok. After looking at several hand models I noticed some had "Web stuff" between fingers and some did not.
If one were to use that approach would those faces be made thin in the "body" of the hand as well?
Been at this about 2 weeks or so now and just starting to get a "feel" for the tools but this advice on technique is priceless, thanks!
The knuckle "bumps" are what show from my original shape almost all of my effort has been on the nail/tip area. Soo much to learn!
Bob C.