III hand back topology


Now that we have a rough, we will cut the topology needed to show knuckles and other features. We still dont aim for the realistic result yet, the goal is to get the topology right.
Using subdivide tool on the hilighted vertices, then rotating needed edges, get result similar to next picture. keep things all quad except in central vertice of the wrist hands-017.jpg
The result you must get. Use axis constrained scaling to get nice straight lines. hands-018.jpg
For each future finger, select the central and the 2 border lines, use the knife (midpoint cut) in a circular loop for knukles and tendons. hands-020.jpg
Round the shape around knukle. hands-021.jpg
We want to transform the single vertex of the knukle top in a nice losange. To acheive such result, select the vertex, move it a bit laterally. Use knife on the longer edge. Then subdivide the central edge of losange. Move the new center down. Remake all quads. hands-023.jpg
Select as shown, raise the vertex to form knukles and tendons. hands-024.jpg
Create a new edge loop, quite near to the other. hands-025.jpg
Select as shown. do a knife cut (exact line). hands-026.jpg
Merge the new vertexs. hands-027.jpg
Rotate the shown edge. hands-028.jpg
Rotate edge next to it, quadify as shown. hands-029.jpg
Merging 3 vertices at a time, and quadifying should get you to this state. hands-030.jpg
Merge 2 vertex as shown. hands-031.jpg
Quadify as shown. hands-032.jpg
Rotate the edge shown on the right. Subdivide the one on the left. hands-033.jpg
Quadify and reshape. hands-034.jpg
Merge the 2 vertexs. hands-035.jpg
Here is the subsurfed result. It shows a nice flow of all the edges without any pole bigger than 5 edges. hands-036.jpg


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