Hands
Modeling hands that look good can be a tricky task depending on
your goal. Hands are parts of the body that often have a great
amount of expression and deformation when animated. When a
mesh has a lot of deformation, we must carefully plan the edge flow
in order to match the original reference. At the same time, clean up
as much as possible; you may find that rigging a character with a
dense mesh (especially in areas that have too many vertices) can be
a real nightmare. In this section we discuss how to plan and execute
a human hand that can be used as the basis for any generic human-
oid hand, balancing the accuracy of the original shape with mesh
details.
We begin with a 4x4 box and a simple eight-sided cylinder. As is
common when starting with a primitive, we reshape the primitive
by moving the vertices to fit the reference image we have.
We then cut the marked areas. Cutting the cylinder will provide the
base for the nail and cutting the box will give us the basic structure
for attaching the fingers.
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Chapter 6 – Human Project: Male Body
Figure 6-30
Figure 6-31