Graphics Programs Reference
In-Depth Information
FIG. 7.62 Bevel the edge loops around each knuckle.
FIG. 7.63
Extrude the i ngernail
polygons to add more detail.
FIG. 7.64 Apply the same process to the other i ngers and thumb.
Moving on, we will build in more detail to the back of the hand and the palm,
but before we do, it might be a good idea to reattach the hand to the arm.
This way, we can keep a close eye on how the topology is shaping up around
the wrist.
First, select the hand, and holding Shift select the main body, too.
Right click and select Combine Objects from the context menu.
The hands and body are now a single object again, so let's i x the hole in the wrist.
As shown in Figure 7.65, select the edges around the wrist on both the
hand and the arm.
Press Shift B to create a Bridge between the two objects.
If the number of edges on the hand and arm were dif erent, you might
end up with a hole in the wrist, like the one in Figure 7.66. If so, simply
use the Fill tool to i ll the hole. We can rework the topology later once we
have a better idea of how the hand is working out.
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