Following on from the legs and chest areas of the body, I will next be making the arms and hands.
For the arm I created a cylinder which I would use as a guide to get the right length. I created another cylinder and decreased the sides down to 8, with ‘smooth’ unchecked. It is a good idea to decreasing the height and width segments to help keep the polygon count low. The object is then converted to an editable polygon.
The cylinder is kept thin so we can extrude the object. Extruding three times to allow room for the shoulder, then extruding one long segment to create the bicep area, extruding a further three times to create the elbow socket then one final extrusion to create the lower arm.
To create a realistic looking bicep and forearm we select the polygons between the shoulder and elbow and delete them entirely. With the border selection turned on I can select the borders (the inner rings on both sides of the deleted object) and select ‘Bridge’ which joins the upper arm back together but this time with a information box that allows the user to input segments, taper and bios the polygons to create a much more realistic looking bicep.
The exact same method is used to create a more muscular looking forearm. Below is the arm with a ‘Turbosmooth’ modifier applied. The next step is to create the hand and join the two together.
The hand is a relatively shape to model realistically, but like most other complicated shapes, they start with a simple box object.
Staring with a box that will act as the palm and back of the hand I applied four length and three width segments which will allow me to create the fingers and the thumb out of the basic box.
After converting the box to an editable polygon, I used the polygon selection tool to highlight where I wanted the four fingers to extrude from. Using the bevel tool I made a slight inset into the hand object, this makes it easier to extrude the fingers individually.
Extruding the fingers is the simplest aspect of creating the hand. Before extruding the polygons it is best to rotate each polygon slightly, this will give the fingers a more realistic appearance, compared to having four fingers pointing straight forward. Using the bevel tool to extrude and change the height to create the knuckle and extrude out the finger.
The thumb works with same technique, however is more complicated due to where it is on the hand and the general shape.
I Selected a polygon on the side of the hand and rotated it slightly so I can extrude the thumb towards the fingers rather than sideward’s.
The thumb was a problem area for my hand model, at first it wasn’t long enough and so in trying to get a good, realistic shape I created a few too many extruded polygons when it could have been kept much simpler.
I also had to rotate and move vertices when creating the thumb to make sure it went in the right direction and was to scale with the rest of the hand.
In the image below shows the thumb and also where I have selected the vertices on the side of the hand and pulled them down to create a rounded hand shape.
With the shape of the hand finished I spent a lot of time working with individual vertices and polygons to create a better and more organic shaped hand. Finally a ‘TurboSmooth’ modifier with ‘literations’ set to 2, gives the hand a much smoother and realistic surface.
The image above shows the design of the hand so far. The thumb still looks slightly odd and a bit thin but overall I am very happy with the model. I deliberately tried to make the fingers thin and spider like as I thought it will suit my character when brought together. Furthermore my character will be wearing gloves rather than bare hands so extra detail such as finger nails, is unnecessary. However detail in the textures will make the gloves obvious.