This tutorial is going to go through the process of creating a generic character
for use in Game Engines Such as Blitz 3D, Halflife etc, Once complete the model
will be available for FREE download. The modelling will done in Cinema 4D, UV's
in Unwrap 3D and skin in Photoshop but feel free to use your preferred software.
This Second part will go through the modelling of the hands and feet for this
dude, the head Tutorial will follow as this one ended up bigger than I thought
it was going to ;-) I hope you find it useful, Read on...
1. Drop in a CUBE and press "C" to Create/Make Editable 2. Move it and rotate
it into position over the hand in the Ref pic and in FACE MODE select the faces
for the back of the hand and where the fingers will be extruded from.
1. Make three cuts using "K" the Knife tool 2. Select the points on the back
of the hand and arch it up a little, 3. Also scale in the points where the wrist
is. Alternative method for Milkshape etc would be to create one section of the
hand and extrude it several times to make the cuts that way.
1. Select the faces on the end that the fingers will be extruded from, and 2.
Press "D" to EXTRUDE and check the Active tool properties as shown, 3. Make sure "PRESERVE
GROUPS" before you extrude so each face is extruded seperately. 4. As you can
see the fingers have been extruded and 5. Move/Rotate them into position as shown.
Alternative method is to Extrude each finger seperately.
1. Select each finger end seperately and move them apart to seperate them a litte,
2. Using the reference of that thing on the end of your arm, yes your own hand
;-) move the middle finger to be a little longer and the little finger to be
a little shorter, the other two are the same length. 3. Make a Cut across for
the middle knuckles and in POINT MODE move and position the points into position
to get the shape of the hand/fingers better.
1. Select some faces on the palm of the hand 2. Press "D" to extrude and remember
to 3. RE-TICK "PRESERVE GROUPS" so all the faces get extruded together. 4. Extrude
and rotate the faces as shown.
1. Extrude again to make the next part of the thumb as shown, 2. Move into position
and scale the face down a little. 3. As you can see in stage 1 theres an extra
row of points here, I simply welded them to the orange points to get rid of them.
Woohoo saved 2 triangles ;-)))
1. Now before we connect the hand to the main part of the model, select the main
part and Select the end of the arm in FACE MODE and 2. Press "i" to EXTRUDE INNER
as shown or alternatively extrude out "slightly" and scale the faces down.
Before we bridge the gap we have to connect/group the hand object and main object
together. 1. Select the hand and main objects using the SHIFT key to add to the
selection, 2 RIGHT-CLICK and choose CONNECT, 3. A new object is created, drag
this back into the SYMMETRY and 4. Select the "old" seperate objects and DELETE
em. 5. As you can now see we have one object in the SYMMETRY. Now to actually
BRIDGE the gap, see next step...
To BRIDGE the gap 1. In FACE MODE Select the Arm-end Cuff as shown and using
SHIFT to add to the selection, select the faces on the hand as shown...See next
step...
Press "B" to activate the BRIDGE tool and drag from 1. to 2. as shown, Cinema
4D will build faces from one bunch of selected faces to the other bunch...Cool
Eh! Alternatively go round building the faces manually!
After a bit of tweaking in POINT MODE on the gap I just bridged the hands dont
look too bad, OK now onto the Feet.
1. Create a new POLYGON OBJECT and it will 2. Appear in here, now 3. Choose POINT
MODE and while holding down the CTRL key add some points roughly the shape of
the sole of a boot in the 4. TOP VIEW. 5. Build the faces from the points as
shown...
1. New select the faces as shown in FACE MODE now, 2. Use the MAKETHICKER plugin
which is free and can be found for C4D on the net easily enough, other programs
have similar things 3. it makes the selected faces have depth basically. Alternatively
extrude in the usual manner and build the faces on the bottom of the sole later
etc.
1. Extrude the faces upwards a couple more times as shown and 2. In POINT MODE
again move the points to resemble the shape of the shoes from the sides and tweak
a few to make it thinner at the top than at the sole...I also added a little
cut by the heal and pulled up the points to define the Heal a little.
Now its looking vaguely like a shoe I'm gonna BRIDGE from the underside of the
trousers to the top of the shoe, 1. After connecting the new object to the main
object as demonstrated with the hand earlier and deleting the old objects...in
FACE MODE select the faces on the bottom as shown 2. Select the afces on top
of the shoe as well and 3. BRIDGE da gap. Alternatively build the faces manually...
So far we have a headless dude as you can see and in the next stage I will go
through the making of a low-poly head and joining it to the body. Hope you found
it useful and as usual feel to drop by the forums and ask any questions etc!!
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