To start the finger, I created a cylinder, removed the caps, and decreased the vertices from 32 to 8. I do that so I can keep easier control of the surface and make everything more symmetrical without having to count all the different faces. I then closed one of the ends by selecting two edges from the top, and two from the bottom and extruded them, but I didn't move them, but rather scaled them in. then merged each vertex to its corresponding vertex. To create a fingernail, I selected the two top and middle faces, and extruded and scaled down. I then dragged them down, extruded once again, then dragged them up, and scaled out to get a low-poly fingernail. I then went into the modifiers tab for the cylinder, and added a Subdivision surface multiplier so I can round it out and make it look nice. (same as for the body, 2 views, and 2 renders with optimal view)
When modeling the hand, there isn't much to take into consideration besides hand proportions, which isn't too hard. If you get a little lost, just look at the finger on your hand relative to the finger you are modeling and it should make it easier.
I also fixed the points I said I was going to finish.
As you can see, the torso to waist transition is a lot more smooth, and the stomach is less flat and more round as it would be on a child. I also fixed the inside of the legs as best as I could, but it won't matter too much because there is still going to be clothing over it.
Tomorrow, I will continue on the hand
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