Game Development Reference
In-Depth Information
Don't forget that you have your own reference materials for constructing humanoid char-
acters attached to you. Look at your own hands or other body parts when working with 3D
humanoid characters to get an idea for scale, proportion, and placement.
7. Add another edge loop to create the base of a thumb like in Figure 3.24.
Figure 3.24
Preparing to
extrude the thumb
8. Extrude the two polygons shown in Figure 3.24 along the y-axis. Scale them down
and move them forward along the x-axis to create the thumb.
9. Cut an edge loop along the center of the thumb geometry so you can move vertices
around to round out the polygons. This will create a better thumb.
10. Extrude twice to create the first thumb joint. Extrude once to create the first link
of the thumb. Extrude another thumb joint, and then twice after that to make the
thumb's second link and its round tip. Don't worry about making the geometry per-
fect as you extrude. After the extrusions are created, scale and move vertices around
to sculpt a realistic thumb. Use Figure 3.25 and your own hand as a reference.
11. Now that you have the thumb geometry more or less shaped, you can begin work
on the fingers. Cut two edge loops in the hand geometry to create the bases for four
fingers, as shown in Figure 3.26. Line up the vertices in each new edge on the finger
extrusion surface by scaling them along the y-axis to value 0 so you will be extruding
from nicely shaped polygons.
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