Human Hand Modeling with Subdivision Part 2

This Free Video Tutorial will give you an Overview of Subdivision Modeling in Maya. Now we’ll go ahead and enhance the shape of fingers of our model. For this,

First choose vertices mode and then go to the top camera and then drag a selection around the first finger’s vertices

Because we are going to modify it now………….so,

Now scale the vertices on Y axis and reduce the height of small finger.

Repeat the same action for ring finger. Drag a selection around the vertices of ring finger. And then scale it on Y axis.

For modeling without reference images you will use your own idea to for the estimation of proper scaling.

Once again repeat the same things for third finger which is middle finger. Drag the selection around it; select all the vertices of the finger. Then switch to the perspective view. And scale all vertices again on Y axis. Check the result.

And this time we are going to scale the index finger’s vertices for reducing its height. Drag the selection around all vertices. Go to the perspective view and then again scale them on Y axis. We have reduce the height of our fingers. Next we’ll use move tool to move the vertices a little bit.

This time use your own idea because you should have an idea of the drawing of your expected model. You can select a single row and then pull it upwards. This way you will manually set the approximations of your model. Select the rows after vertices one by one and then move them upwards for making a natural look for your model. If you are not satisfied again select all vertices and set them on proper place where they should be.

In organic modeling most of the work is on your sense of precision and accuracy, if you have no concepts of things, how can you understand the exact shapes of your expected models? So you have need to understand the drawings of real world’s objects. So for this model you can select vertices, and you may scale them and move them and ever rotate them according to your need and your sense of real world’s drawings. You have almost understood the technique of modeling a hand with nurbs, now it’s up to you.

that how you model a hand with your own idea. We know that our hand’s fingers are not always like straight lines. We should pull them upwards a little for natural look. A hand’s finder a little bit curvy and rounded we know. So pick the fingers up one by one but in components mode. Means select the vertices and pick them up. We are getting nearer, you can see now.

For index finger repeat the same things. Move the vertices upwards and make a curve like shape of finger. You can scale it if needed. And then again move it. Now we a better look than before. As we go ahead we find our self familiar with things. Move the index finger on x axis a little bit for giving some distance between the middle finger and the index finger. Rotate it if need.

Now we shall scale the tips of fingers, in top view select the tip’s vertices row and then uniformly scale it in perspective view

Seems good. Now repeat the procedure for middle finger. Select the tip’s row and scale it uniformly. Then the ring finger and scale it. At last the small finger and scale it. Maybe thumb’s tip require scaling. That’s good. Try to do good more.

Check your results in perspective view. Thumb needs to move upwards. Go the top view and drag a selection around the mid most row of vertices of thumb, move them upwards in perspective view.

You are modeling a subdivision hand. Subdivision gives you an easy control, now right click and choose face component level. Then select the back face of the palm and delete it.

Again right click and choose vertex. Select 4 vertices of palm’s deleted face, then move them on Z axis. You should also scale it uniformly as well. Use scale and move tool make appropriate.

At this stage right click and go the standard mode. We are still in vertices component level. Go to the object level and choose vertices. Then right click and go to the display level and select 1. Vertex display level has changed from zero to 1. You will manually adjust the shape of hand now.

You will use your idea or reference. In this basic lesson you should use your idea to do this. Don’t worry if you have made something which not so good. You will automatically get more skill with the passage of time.

Try to make more perfect. Simply select the specific areas of the object. And move them if they require. Do the same process with all of the fingers of the hand. Ultimately you will get some proper shape. It’s not so proper but as your first subdivision model it’s accepted at least.

But we should go ahead now. Close the fingers front segments to the camera. Right click and choose the edges, and select the edges that are surrounding the nail. Go to the menu sets, change the menu set to surfaces, go the subdivision surfaces and select refine selected components. The portion where you want to create finger nail has been refined. This time select the faces where a finger’s nail should be created.

Now you can shape the nail for finger. I gave you just an idea. It was like a quick tour. I meant to explain the purpose and ability of subdivision modeling. I am going to record more videos on subdivision modeling, because subdivision modeling is ideal for organic tasks. We shall model a complete human character with subdivision modeling technology.

If you are new in maya’s world you should stay with me and keep this website address in your favorites. www.freemayavdieotutorials.com

Watch Video Tutorial Now ………