Blender 2.8 Tutorial | Modelling a basic hand in 3D

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello and welcome today we're going to be looking at how to model a basic hand in blender now in this tutorial I'm only gonna be really focusing on the initial making of the basis of the hand and not the detailing phase so with the end model you would either use it as is or you would use it as a basis and move on to a more high detail pass in something like sculptress ZBrush or even blenders inbuilt sculpting tool but before we continue any further I would just like to point out that if you haven't already please visit my site and check it out we also have a new tutorial section in this section here I'm quite proud of it it works almost like a news website but you've got just all tutorials from different software's anyway let's get into it now to start off we're actually going to keep the cube I know groundbreaking stuff this is I'm gonna go into edit mode and then I'm just gonna scale down by pressing s and then I'm gonna constrain it to the z axis now you can see whenever I scale I'm scaling only on the z axis which is a good feature so I'm going to scale it so that it's pretty short and then I'm gonna go into the top orthographic view so I'm able to get a better view of what's actually happening here and while I'm in this top author graphic view I want to press the Z so I'm able to see my wireframe which will also mean that I'm able to select vertices behind other vertices see if I was just in my normal View mode and I use my box luck tool and I grab these two vertices here naturally I would be thinking hey well the vertices beneath them will be selected but now they're not but if I am in a wireframe mode and I grab these vertices here now because it's in wireframe mode I'm able to select the vertices on the other side of the mesh the vertices that they're occluded and so just think of it as like if I can see through the mesh I can select through it it's a really simple way of thinking about it next I'm just going to scale these on the x-axis so that we got a bit of a sort of Fanning shape for our cube because if you look at your hand you'll see that the wrist part is actually a lot thinner than the top part and our hand actually splays out a little bit so we want to keep that splain motion after that I'm going to create two loop cuts in between by pressing ctrl R and then rotating my mouse wheel up and then I'm going to grab these and then move them up in z space now when i say z space in blender if you're coming from another program z space is up which is a bit weird and why space is z space in a lot of other programs okay so we've got our basic shape pretty much ready so this is the basic sort of hand shape and now what I'm gonna do is I'm just gonna select this loop here move it over and this loop here move it over in Z and just create another loop and then I'm just going to lift that up a little bit too so this is just going to give us some space for our fingers I'm not happy with that so another thing that we can do to actually make our life easier if we want to move these vertices along the sort of normal of it we can press the G twice so double G and now it should move roughly along the normal that we've got set for it so I'm gonna do that for that to just space it out so that our four boxes at the front which are going to become our fingers roughly even okay excellent now I'm going to come up here and go into our face select mode and I'm going to just select these faces the duplicate press G and move them in y space and now I'm gonna press spacebar and search for edge split excellent so now I've selected edge split all of these edges are going to be disconnected so I can actually move these independent of one another which is exactly what we want so I'm just going to select all these again by pressing L and I'm going to change the pivot point to individual origins and scale them on their individual origins just a little bit just so they're separated and then I'm gonna change that back to meeting point okay in our top view now I'm going to extrude them excellent and now I'm just going to splay them out a little bit so I'm going to splay this one out kind of make sure that it's that it's that the face is somewhat facing the normal diacid this part does not have to be perfect you're just blocking it out and keep that roughly the same as it is there a keep this one bring it down a little bit because it's our pinky so this is gonna be a left hand excellent okay next what I'm going to do is I'm going to work on each individual finger just going to grab an entire digit and I'm just going to shift the duplicated and bring it out in space next I'm just going to grab the most forward-facing face and scale it down a little bit to kind of simulate a gradual tapering of the finger and I'm going to also bring it up in zSpace just a little bit because if you play out your hands you'll see that our fingers kind of curve upwards and this more or less I wouldn't say straight because no part of any or guy body is straight per se but it's more or less a straight okay excellent and then I'm gonna grab it again and I'm just gonna drag that out and I'm gonna scale that down and let's just drag that up a little bit just so it's somewhat even and it's okay it's looking good then I'm gonna do the same for all of these fingers so I will do a little time lapse here you okay now that we've done that what we really want to do is we want to clean up these sort of edge fingers here because of our curve that we start up with it's kind of they kind of mess up the allayed of digits so we're just gonna grab the vertices on the side here and we're just going to drag them a little bit up as so and then we're just going to make sure that there's a sort of blending sort of taper so we want to do that for all the bottom and for the top oops doesn't have to be perfect we just want to make sure that all of our digits somewhat end up as a square more or less so we're just going to manually blend these these shapes together I'll also do it for the forefinger a little bit and and there we go a bit of monotonous work but it does make our fingers a lot better but there we have it there we have our four basic fingers done so we're ready to move on to the thumb so we've got our four finger middle finger ring finger and our pinky or done so the thumb it's roughly the same to be honest so the thumb sort of situates here think of it sitting on a ball or move so if we grab a sphere here and we just scale that down as such and then move it in here like this you'll kind of give us a great basis to begin modeling our thumb I'm just gonna drag that down and kind of whoops rotate it so that it's somewhat aligning with the flow of our curve now to begin just going to grab an one of these digits here bring it across I'm gonna rotate it may be on its Y axis by 90 degrees 180 it's good and then what I'm gonna do is I'm gonna go into wireframe mode press C for a selection tool and drag those points just so that our thumbs begins to get like this sort of triangular look I'm gonna bring this yeah whoops I'm gonna bring then I'm gonna make a loop cut in the thumb right here never rotate you a little bit and we want to bring this out just a little bit here we go let's just line that up into the sphere as such now the sphere you can keep if you're gonna go on to sculpt let's see and you would merge all these meshes together I'm just using it to just draft out where my thumb's going I find that it helps to sometimes put some primitives in just to get an idea of how everything should be working together okay excellent got our first part of our thumb done I'm just gonna come over here duplicate that little face and increase it and we're just going to now grab this edge here kind of bring it in like so and then I can just taper off the edge as such because I'll thumb because it's empty and what is it Omni dextrous I believe the word is it's able to cross over and that's why instead of it being tapered on the z axis its tapered on the x axis so and also you know if you ever get lost while modeling this thing just look at your own hand you have one I presume and yeah it's a good reference just look up hands that's the great thing about modeling body parts is we all have them so we all have a good reference to go off most of the time and then from this point here it's all about just cleaning up our points making sure that they look good making sure that they seem natural so for example my thumb here especially towards the back it doesn't seem natural because if you look at your own thumb you'll see that it should display and somewhat connect to this part of our palm or our hand here so to replicate that I'm just gonna hide that and I'm just going to drag those two points as such okay excellent now it's just the cleanup phase making sure that all of our points are know where we want them so I'm gonna save this here now excellent so this is sort of our basic hand that we we've created so now that we have our basic ham we can actually create different poses for it so I'm going to duplicate the hand and now I'm going to go into edit mode so if I grab all of our my digits here it's going to face and then I just put my cursor here and rotate around the cursor it makes for a quick and easy way to simulate sort of a bone or armature system without having one so you can see it's quite intuitive this method so all that we're doing is we're changing the pivot point to the 3d cursor and replacing the 3d cursor in between the joints and then we're rotating just be sure to select the hierarchical order of our digits but yet as you can see by doing this we can come up with some interesting shapes and it's just great for prototyping shapes especially if you're going on to sculpting this thing let's say and then you'd be able to connect them to the forearm and things like that and then you'd have a base mesh so yeah at this point here you would be pretty much done with this hand unless you wanted to connect all the digits if you did you quite simple just be all about connecting these digits here first so I'll show you we would come in here and you'll just have our face select tool select all these faces press X to delete and only faces and then we'll just do that for all the faces now so I'm just showing you this little bit extra thing on how to combine all of our fingers so that they're one mesh now what we would do is we're going to connect our fingers together to the palm of the hand by going around the edge and using our vertices and then using the F button to fill with a face make sure that you're selecting four vertices so that you're ending up with quads rather than some other polygons so I'll show you on one finger so we grab all our vertices and press F to fill it next for these ones these are the simple ones so we just grab those two press spacebar and do and search up loop bridge bridge edge loops that's it so we just Bridge the edge loops it's hard to keep track of all the functions in under and then you'd be able to do it like that and then you can just but yeah that's how we would connect our fingers together how what are they called phalanges and I hope that you have found this tutorial useful and informative if you have please be sure to hit that like button and if you would like to see more content like this please consider subscribing to this channel and hitting that Bell button to be notified upon our videos release thank you so much for watching mrs. Hayden fouls on from fouls on fantasy comm signing off you
Info
Channel: Blender Tutorials
Views: 62,072
Rating: undefined out of 5
Keywords: Tutorial, How to, modelling a hand in blender, Modelling a basic hand, 3d modelling tutorial, 3d modeling blender, blender 2.8 tutorial, blender 2.8, usefull 3d modelling, modelling techniques, blender 2.8 tutorial beginner, how to use blender, how to use blender 2.8, pro modeling, blender 2.8 modelling, beginner, blender, blender beginner, blender tutorial, blender modeling, blender easy tutorial, blender easy, blender guru, cg geek, remington graphics, Hand
Id: z-SNS_98FkM
Channel Id: undefined
Length: 18min 57sec (1137 seconds)
Published: Wed May 22 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.