Low Poly Hand Modelling In Blender vol 1 | Fernando Williams | Skillshare
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Low Poly Hand Modelling In Blender vol 1

teacher avatar Fernando Williams

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Skillshare Low Poly Hand Model In Blender Intro

      0:59

    • 2.

      Viewport navigation

      3:17

    • 3.

      Moving, Rotation and Scaling Objects

      5:09

    • 4.

      Extruding, Inserting and Aligning objects

      6:13

    • 5.

      loop cuts and beveling objects

      4:40

    • 6.

      Loading reference images for the hand

      4:22

    • 7.

      Creating the palm

      5:37

    • 8.

      Creating the fingers

      13:21

    • 9.

      Connecting fingers to the palm

      11:28

    • 10.

      Redrawing and shaping the hand geometry

      12:52

    • 11.

      Conclusion

      0:40

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About This Class

welcome to the course modelling a low poly hand model in Blender .low poly models are quite handy as they use less computing power making them easy to manipulate in real time especially when it comes to games where speed and efficiency really matters.
In this course we going to break down the hand into different segment starting with the palm creation then we will move on to creating the fingers then we will join all the pieces together so that we can come up with this hand model.
By the end of this course you will be able to model a low poly hand with good and clean topology that will be able to deform well when animated. With more practice you will be able to model all sorts of hands with or without reference images. This will also give you a good foundation if you want to be a 3d artist be it for fun or for professionalism. My name is Fernando Williams and i will be your instructor for this course.

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Hello, I'm Fernando.

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Transcripts

1. Skillshare Low Poly Hand Model In Blender Intro: Welcome to the course modelling a low poly hand model in Blender. Low poly models are quite handy as they use less computing power, making them easy to manipulate in real time. Especially when it comes to games where speed and efficiency really made us. In this course, we are going to break down their hand into different segments, starting with a palm creation. Then we'll move on to creating the fingers. Then we'll join all the pieces together so that we can come up with this hand model. By the end of this course, you'll be able to model a low poly hand model with good and clean topology that we'll be able to deform aware when animated. With more practice, you'll be able to model all sorts of hands with or without reference images. This also gives you a good foundation if you want to be a 3D artist bead for fun or for professionalism. My name is Fernando Williams and I'll be your instructor for this course. Let's get started. 2. Viewport navigation: Okay guys, welcome back to the cost. And in this lecture I'm going to teach you how to navigate through this Blender interface, alright, so if you ever want it to rotate this viewport, all you just need to do is you need to press and hold your middle mouse button. Alright, so you press and hold your middle mouse button, you'll be able to rotate through this viewport. Alright? And the other way you can do it is you can come here to this navigation gizmo, and you could just click and hold and ten things around. So this way you can be able to rotate through the viewport, alright? And if you wanted to pan things, all we just need to do is you need to press Shift on your keyboard and press and hold your middle mouse button, right? This way you can be able to pan things. The other way you can do it is you can come here to here we go this hand here, and you can just click and move it around to where your marijuana to go. Alright, if you want to zoom this viewport, all we just need to do is you need to scroll your middle mouse button. Alright? So you'll scroll it, then you can be able to dissolve. Alright? You zoom in, you can zoom out. Alright, the other way you can do it is you can come here to this plus or magnifying icon here, then you can actually do the very same thing. Alright? If you want to rotate, press and hold your middle mouse button and just start moving. Alright? If you want to pan, press Shift on your keyboard and press and hold your middle mouse button, then you can pan. You want a Zoom, scroll your middle mouse button, alright, like this, then you can zoom in and out. Alright, so that's it in terms of rotating, panning and zooming. Okay, for us to be able to design things properly, right-hand blend that we need to know where we can get our front view, our side view, and our top few. Alright, if you wanna get your front view right here and blend at all, we just need to do is you need to place one on a numeric keyboard. You can be able to get your front view. Alright, the other way you can get it right here in Blender is you can come here to view a right? And you can go to viewpoint, and you can go friend. Alright, Perfect. Then if you wanna get your side view, you can press three on your keyboard. Then you can actually get your side view. Alright? You're right. Orthographic view. The other way also is just coming here and you can get your, your right orthographic view right here. Okay, Perfect. And if you wanna get your top view, you can press seven on a numeric keyboard, then you can get your top few. Alright, the same way, you can just come in here viewpoint and you can get your top. Okay, So this is all you need in terms of navigating through the view port right here in Blender. And I encourage you to know these shortcuts. Alright, so I'll just make sure that for your front view, you'll press one. For your side view, your press three or numeric keyboard, and for your top view, your press seven. Alright, and this will actually make our life a little bit easier and faster right-hand blend. That's it from me and I'll see you in the next lecture. And I'm going to teach you how to manipulate this objects that you have right here in Blender allright. 3. Moving, Rotation and Scaling Objects: Okay guys, welcome back to the cost. And in this lecture, I'm going to be teaching you how to manipulate these objects that you have right here and blend. Alright? So for you to be able to select an object right here in blender, you just need to left-click on the objects. So you left-click on the object, then you can select this object, alright? And you want to select this one, you left-click, you want to select this one, you left-click. Alright? So it's as simple as that. If you want to select all this object at once, you just press a on your keyboard. And if you want to delete all of these objects, you just press X on your keyboard. Then you'll get this menu here, and you just press Enter, then you'll be able to delete all those objects. Alright? Okay, so I'm just going to undo what I just did right now. And I'm going to bring back all those three objects, alright? For you to be able to move these objects that we have here. First, you have to select it, all right? And you can come here to this, move to here, alright? Alright, in Blender, we got three axes. Here. We go the z-axis which is going up, and we got the x-axis which is going in this direction. And we also go the y-axis, which is going in this direction. So you can move this object in three directions, alright? So you can choose it to move it in the x direction, or you can move it in the y, alright? Or you can also manipulate the set axis for this object. Okay, Perfect. So that's basically it in terms of moving an object, you just need to select the object and you can move it either on the x, on the y, and on the z. Alright? And the other way of moving objects right here and blend is by using keyboard shortcuts. If you select this object and you can press G on your keyboard, you'll be able to grab this object and you have to tell it in which direction you want to grab it. So if you press X on your keyboard, then you can be able to grab it through the x-axis. Alright, Let's say e.g. you want to move these objects five units in the x. So all you just need to do is you hit G for grape, alright, in your press X to specify the axis, then I'll press F5 on your, on your Medicare. But then you can see now that we managed to move this object five units in the x axis. And if you can press N to bring the Properties menu, you can see we move to this object by 5 m. All right, you can move it in the negative direction as well, but just by doing the very same thing, Alright, let me just zero this one out. Okay? So that's it in terms of moving objects right here in Blender. And if you want to rotate this objects, you just need to do is you need to come here to this rotation gizmo right here. Okay? So you can see now that this rotation gives more. I have got the x axis and the y-axis, which is green here, the x is rate, and the z axis, which is actually blue. Okay? So if you want to rotate through the x-axis, you just click here and you continue holding and you turn things around. Alright? And if you want to use increments, you could actually press Control on your keyboard, then you can snap it to a five degree angle so that way you can be precise, alright? And if you want to rotate slowly, you press Shift on your keyboard. These can rotate very slowly. Alright, perfect. The same applies to the Xerox is click on the z axis and you can just rotate in the z axis. Press Control to snap it to the degree angle that you might want. Alright? And the same applies to the y-axis. You can rotate in the y-axis as well. Alright, so I'm just going to undo all that I've just done there. Alright, so that's one way of rotating objects, right hand blender. Most of the time when you are rotating things right hand blender, you just need to be fast and quick. You might not need to come here to this rotation gizmo, if you want to rotate in the z axis by 30 degrees, you just hit R for rotation, is it for the axis and fit? Alright? Then you can be able to see now that we've rotated this theta degrees, okay? So that's it in terms of rotating objects right here and blend. Let's talk a little bit about scaling now. So if I select this object, I can come here to the Scale Gizmo here. And I can scale it in the y, e.g. I. Can scale it this way, alright? And I can also scale it in the X like that. Alright? And I can scale it in this z like that. Alright? So this way you can be able to manipulate the scale of this object, alright, the other way you could do that without coming here to this skill, gizmo is you could actually stay right here on your Move Tool. And if you want to scale this object in the x-axis, it's the very same thing. You're just press S for scale and X4 axis and you can save three, then you can be able to see that we can scale this object three times in the x-axis. Alright, so these are the hand keyboard shortcuts that you need to know right-hand blender. And most of the time I might be using the keyboard shortcuts. Alright, that's it for me. I'll see you in the next lecture. 4. Extruding, Inserting and Aligning objects: To be able to manipulate the points on this object, you just need to come here and change these to edit mod, alright, so you can actually manipulate these individual points. So these individual points that you have here is called vertices. Alright? So this is a vertex, a vertex, a vertex, and the vertex, alright? So this is the vertex select mode. Alright? And do we have this thing like a line? So every time you can click here, you can see we've got something like an H. So this is the edge mode, alright? And you can select the edge like this and you can move it as well in any direction that you might want to move it. Alright? And we also got this thing like a polygon. So this is actually called polygon model face mode. So you select this face here and you can see this face. I've got four sides. Alright? You can see it go to 1234 and this is called acquired. Alright? So this is what we are looking for every time we'll be modeling right here and blend or we need to make sure that we maintain clients. In a matter of fact, we need these quads to be almost of the same size. We might not get them exactly the same size, but we need to make sure that they almost look the same. Alright? If you want, I'm unemployed, you're vertices just clicky on the vertice mode and you can just manipulate, alright, if you want your age mode, click here and you can get your AUC. If you want your face mode, you can just come in here and you can select your face mode. Alright? So let me teach you a little bit about what we call extruding. Alright, so if you select this face here, you can extrude it. Alright? So the way you do that right hand blender is you can come here to this thing here. So you click on this, it gives you this plus. So it's letting me know that you are about to expand that by extruding so you can push this. You can see now that we've got a new face that is just created out of these array. So that's basically extruding right here and blend, alright, the other way you can extrude things right hand blender is by pressing E. So you press E on your keyboard, alright, and press Enter. Then that polygon that you extrude, it is just sitting on top of that. So you just need to move it in the axis that I want to move it. So you can see now I can move it in the wider. If I select this one and I hit E for Extrude and press Enter, I can now move it in the x-direction. Alright, so this is how you can actually start manipulating this object's, alright. And if you want to rotate the orientation of this face, you can do that as well. You can come in here, you can just rotate that in this Z, okay, perfect. And you can just come here and click this extrude region and you can extrude it. Alright? And you can see now that is conforming to the direction of the rotation that we have right here. Okay, Perfect. So that's it in terms of extruding objects right here in Blender. And we go to another one that we call inserting. For you to be able to insert a face right here and blender, you can come right here and you can click right here. And it's the region inset faces. Okay, So you can click here, alright? And you can just insert a fist like that. Alright, perfect. And after inserting a face, probably Let's say you want to extrude this. You might hit E on your keyboard to extrude that. Or you can still come to face and you can say extrude faces and you can see what you come up with. Alright, then you can put this thing inside there, something like that. Then you can insert again. You can come in here and press I and you can inset. Alright, Perfect. Then if you want to extrude again, you can either hit E, alright? And you can specify the axis by hitting Y, then you can just move it out to something like that. Alright, so that's basically it in terms of extruding and inserting faces. Alright, now, the other thing that I need to teach you right now is what we call aligning objects are learning whatever face, vertex or whatever I tease. Alright, so if you come right here, you can see we've got this thing that looks like a magnet, and this is called a snip tool. And let's say e.g. we want these to be exactly aligned to this edge here. And if you want to try to manually is going to be a little bit complicated for you, no matter how much you can try your manner, getting 100%, alright? The best way you can do to align things perfectly right in Blender is especially if you are doing design work, you need to be very precise. So you can come here to our snap to, and you can click on it. Alright, and you can come here to where we got this arrow here. And you just need to choose one of these so you can choose vertex snapping option, alright, and let me show you how you're going to snip. Now. You come here and you drag, Let's say you want to snip this in the y-direction, so you drag and you can click right on that point. We've got a vertex there. Alright? Then this thing is aligned perfectly. Alright? If you want to align with edge, alright, It's very simple. You just need to point on this edge. So you click the axis that you want to align, like the y-axis, then you can click on that edge. Then this thing will be aligned properly. Alright? So this is one thing that is very, very important. You need to make sure that you align things hundred per cent right here and blend. Let's come to the vertex is here. Alright? Let's say I move this vertex like this, alright? And I would want this vertex to be aligned exactly on the same position with this one. The best ways I have to come here and choose vertex, alright? And I just need to align it. I can see that the axis that I need to align it is the x-axis. So I just need to move this and hold, and I point on this other vertex. And you can see now that this thing is aligned perfectly in the x-axis there. Alright, so that's it in terms of aligning objects, light here and blender. That's it from me. I'll see you in the next lecture. 5. loop cuts and beveling objects: Okay guys, welcome back to the course and in this lecture, I'm going to be teaching you how to bear for objects, as well as adding loop cuts to an object. Alright? And as you can see here on this scene, we get our climate, our cube and light. So I'm just going to go ahead and select this cube. Alright? And if I want to get into edit mode, I just want to come here to waste written object mode and I'm going to select Edit Mode. Then you can be able to see that we can manipulate this object a little bit better. The other way you could do it as well is you can just tip Tab on your keyboard. Then you can see you are in edit mode. Then you can be able to manipulate the points inside here. Once you are done with what you're doing, you can hit Tab again, then you can go back to object mode. This is a good way of getting into edit mode and object mode. So you just press Tab, you're in edit mode. Press Tab again, you and object mode. Alright, so we want to bear for this object a little bit, but before we bear volatile, I want to teach you how to add loop cuts. Alright, so to add loop cuts on your object, all you need to do is you need to come down here, alright? And you can see this object here we tend to look at. So you click on it. Then you can be able to click anywhere on your cube and you can be able to add some loop cuts. Alright, let me go back to my move to here. Alright, the other way you could do it as well is you can hit Control and arrow on your keyboard. And the good thing about this is if you scroll your mouse wheel, you can actually add more edge loops Friday so you can scroll up and down to it. As men age ellipsis you need, alright, so I'm going to add three for now, alright? And I'm going to hit Control R again, and I'm going to scroll my mouse wheel and two, I get three there. Then I'm going to click. So you can see the keyboard shortcuts help us to be a little bit faster right-hand blend. Alright, then there's something that we call beveling and objects right hand blender to bear for is just to mix something a little bit smoother or write or to round the corners of that object. Let's say e.g. I want to select this slope here, going all this way. I could come here with this vertex selected here, and I could select 123 like that. And this is a long process. If you hold Alt on your keyboard and click alright, then you can be able to select the whole loop right here at once. And if you want to add another edge loop to this one, which you already have, you press Alt and you press Shift. Then you can click, then you can have some more. So let's do it again. Shift click, then you'll have more edge loops selected. And you can see this one is going all the way to the back there because this age yellow pea is going like that. Alright, and if I want to deselect, Let's say the middle one, all you need to do is you need to click Alt Shift and click on that edge loop that you want to deselect. Then you can see now that that edge loop is deselected. So this is how you add an edge loop. I'm going to show you a little bit of it in the next future. Alright? And if we want a beer for an edge like this, edge is a little bit rough. So we went around it some more. So I'm going to hit Alt and click on this edge, and I'm going to click Control D on my keyboard. And this way you can be able to run that. So if you scroll your mouse wheel, you can see now you can add one or two or three edge loops there. Alright? So you can see now that we were able to round this geometry little bit, Let's come to this side and I'm going to Alt, click on this edge here to select it. And if you wanna do it manually, right here in blender, you have to come to edge and you'll choose bevel edges. So you get the very same kind of thing. And you can just scroll your mouse wheel to add one or two edges in between there. Alright, let's say I come here to this face select mode, and I want to select all these phases. So if I click, I will have to hold Shift and select this end. You know, this is a painful way of doing things. So let's do it here. Press this polygon and press Alt on your keyboard and select this edge here because we want this one, alright? And if we want this one in the y-axis, you need to select these and make sure that you select an edge pointing in the y-direction like that. Alright, so that's basically it in terms of babbling objects and selecting lobe costs right here and blend this. I'll see you in the next lesson where we're going to start loading reference images for our current. Alright. 6. Loading reference images for the hand: Okay guys, so welcome back to the course. And in this lecture we're going to be importing reference images for our hand. So to begin with, I'm just going to press a on the keyboard to select all the items there. And I'm going to press X to delete everything. And I'm going to press seven to go to our top view. And I'm going to go to the location where I have my reference image is stored. Alright, so I'm just going to come in here and I'm going to look for my hand model. Alright. So we got hand model Kevin profile and Hindu model top. So I'm just going to take this one and I'm going to drag it right in, straight into Blender, alright, something like that. And I'm going to press N to bring the Properties menu here. And I'm going to come here to the location value here. And I'm just going to click and drag all the way down. And I want to zero out everything here. So I'm just trying to make it a little bit centered. And I'm going to come here to this thing and is called the image properties. Alright, so they've got a cube and it's shaded triangle into small dot. So this is where you got your image properties right here. Alright? And I'm gonna come down here to opacity, and I'm just going to click these, and I'm just going to put it to 0.25. Alright, so I'm just trying to fit it a little bit so that we can be able to see through the y-axis going down. And this will also help you so that you might not strain your eyes. Okay, So with this, we are almost done with the top view. Let's just press 32. Go to the side view. I'm just going to come back here and I'm gonna look for the profile. And I'm just going to drag it and I'm going to do the same, alright? And I'm just going to come here to the location and I'm just going to select everything and I'm going to zero everything. And I'm going to come here to the image properties under opacity, and I'm going to put this at 0.25. So if I can come to perspective view, you can see now that this image planes are sitting right here on the 3D view. So what we wanna do is we want to select this image planes and we can come here to Image Properties and we want to deactivate perspective. Alright, so let's select the other one. Come in here to Image Properties and makes sure that perspective is checked off. And do we wanna do this because we want to be doing modelling right here on this end of the grid. So we don't want those image planes to be disturbing us. Let me add a cube right here. Alright? And if I add a cube and come to the move tool here, you can see that the top view is actually defined by the z-axis and the front view is defined by the y-axis. And the right view or profile V is defined by the x axis. So with this in mind, now we can come back to our top view. Alright, so for us to be able to get rid of this line, I just need to click to select that. Alright, and this actually is the hand profile. So we want to push the hand profile in the x axis in the negative direction. Alright? Because we say that the profile view is actually defined by the x axis, we want to go in the negative direction, so I'm going to go negative 100. Alright, And by doing that, you can see now that it disappeared. Alright, so let me go to the side view and I'm going to select this image, and this is the image for the top view. Alright? And we want to push this image in the negative z because we know the top view is actually defined by the z-axis. So I'm just going to come in here and I'm going to push this minus hundred. Alright? And you can see now that everything disappeared. Alright, before I end this lecture, there's one more thing that we need to do. You can see as I click, I'll be selecting this image plane. We want to make sure that we make this image planes and selectable is we model so that we can not get distracted. I'm going to come here to the outline and I'm just going to push this to the side. And I'm just going to come here to where we go to this locator kinda thing. And I'm just going to come here to this kind of an arrow here, alright, and if I do that, you can see it's right here. Now. I'm going to uncheck the hand profile and I'm going to uncheck the hand top sort by so doing, you can see if you click right here, then you will not be able to accidentally select this image planes. Alright, so that's it for me in terms of loading reference images for your hand model. I'll see you in the next lecture. We're going to start creating the palm of our hand. 7. Creating the palm : Hey guys, welcome back to the course. And as you can see, this is where we left off from the last lesson. Alright, and now we're going to start creating the palm of our hand geometry. So I'm going to tip seven to go to a top view and I'm going to press Shift a to add a cube there. Alright, so I'm going to say cube there. And I'm just going to press S to scale this a little bit. Alright? And I'm going to scale it down some more. Alright? And I'm going to press Tab to get into wireframe mode. Then I'm going to select these two and I'm going to push them up. Alright? And I'm going to select these two. And I'm going to push them up, up to that point right there. Okay. Then I'm going to take these various here and I'm just going to push it up until away we go the risks there. Alright? And I'm going to select this guy and do the same. Write something like this. Okay, so I want to add geometry for the fingers now so we can go Control R. Then we're going to add three loops in there. Alright, so we've got these for these, for these, for these. Alright, I'm going to press Control R again, and I'm going to add two loops right here. Alright, let me just select all that and I'm just going to attempt WG and I'm going to move it. So I did a little bit like cell. Alright, then coming to our profile view from the side, I'm just going to take this and I'm just going to push up to somewhere like there. And I'm going to take this and I'm going to push it down. Alright? And you can see this is not quite on place, so you can move it a little bit, somewhat like that. Alright, then you can take these and you can push it in place. These, push it into place. These, you can push it into place, like push it into place. Alright. Push it into place. Some are, surely we get to push this into place. Alright, something like this. If you can orbit around, then press Shift Z to get out of wireframe mode, you can see what kind of a geometry we have there. So I'm gonna go Control R on the keyboard and I'm going to add an edge loop or cutting through the center of the object there. And I'm going to go out to x. Alright, so what I wanna do now is I want to try to smooth this a little bit somewhere. Okay? So perfect. So looking at this, this is where all our fingers it's going to come through. So I'm just going to select these polygons here, and I'm going to Shift select these two are right, making sure that nothing else is selected. I'm going to hit X and I'm going to say delete faces are right. And coming here, this is our back. We want to have 1234, so four polygons gives you a resolution of eight. So I'm going to press X and I'm going to say delete these faces. Alright? And with these, I'm just going to come in here and I'm just going to try to make it round a little bit more, okay? And please push this. Right. Actually, I selected something wrong there. Yeah, I needed this one. And I'm going to try to round it some more. Alright? Okay. If I go back to my top view by pressing saving, and if I can press Shift Z to get into wireframe mode, you can actually see the tuples that we have here. But there's one very, very important thing here that we need to take care off, and that is this line here. Alright? So this line is very, very important for the thump. It actually helps us to ship. This can be a little bit more because if you look at your hand, you can see on the sample there is some flesh that actually drops down. This line is very, very important for us to be able to, to mimic. Alright, so we need to create a geometry that we'll be able to tell like this. Because you can see these lines are going up and down into really, if we can try to push this vertices to this tool, really not going to work, right? Okay, So the best way you can do is you can come here to the Polygon select mode, alright? And you can select all this polygon, see until this middle line. Alright? So you want to make sure that you do it until this middle line here. Alright? If I can turn my geometry here and press Shift to say it, you can actually see that we go to 123456 polygon selected. So to create new geometry there, I'm just going to do an insert. So I press I on the keyboard and I'm just going to drag my mouse, right? Then you can see what you come up with there. Then I'm going to de-select and select these two polygons here. And I'm going to press X on the keyboard and I'm going to say delete faces. Alright? So our thump is actually going to connect right here. Alright? Then I'm going to take these two and I'm just going to push them back like that. Take these two and I'm just going to push them in the wild like that. Alright. And as you can see now you can see we got 123456. We've got a resolution of six, of which we need a resolution of eight. So I'm just going to go Control R on the keyboard, and I'm just going to click right there. Then that's actually two more lines for us. The one on the top, one on the bottom. Alright, so I'm just going to round it a little bit more like this. Alright, so that's it from me in terms of creating the poem. And in the next lecture we're going to go ahead and create the fingers. Then we're gonna join them to our pal. Alright, I'll see you in the next lecture. 8. Creating the fingers: Hey guys, welcome back to the cost. And this is where we left off from the last lesson. In this lesson, we're going to be creating the thing as far as geometry, and we're going to join it up with a pound that we have right here. Alright, so I'm just going to deactivate the poem here for a second. And we want to start creating the things we would have gone ahead and extrude the fingers out of this geometry. But I think it'll be more quicker if we can create the fingers out of a cylinder, you know that the thing is that quiet, cylindrical in shape, they need to be wise to start with a cylinder. Alright? I'm just going to go Shift a on the keyboard and I'm going to go to Mesh and I'm going to add a cylinder, right? Alright, and you can see we've got 32 vertices and we don't need that. We need a resolution of eight for our fingers. Alright, and I'm just going to come in here and try to minimize these. Alright, I'm gonna come here to kept fuel type. And I'm going to choose triangulate fame. And I want to rotate this 90 degrees in the x. Alright, I'll get perfect. Then we go something like this. So going back to our top view by pressing saving, you can actually see that this is quite huge, so I'm going to scale it down, or right? And I'm going to scale it down some more. Alright, then I'm going to press Shift Z to get into wireframe mode. And I'm going to target this finger here, I think is quite straight to beat. So I'm going to put it there and I think we need to scale a little bit some more. Alright, let's see. Okay, what you need to get the width of this thing. I remember if you add subdivision surface, this thing is going to get a little bit smaller. So I'm just going to push this thing and 2.2 right there, okay? And I'm going to press Tab to enter into edit mode. And I'm going to select these vertices here, and I'm just going to push them down and to where we got that kind of a line right there. Okay, so the next thing that we wanna do is we want to add a joins. Okay, so I'm gonna go Control arrow and I'm going to add a joint right here, and I'm going to edit joint right here. Okay? And then if we can get out of edit mode and click Shift Z to get into solid view. And you can see what we have. So I'm just going to get into edit mode again. And I'm just going to take this and I'm just going to pull these in the y, Alright? But you can see this geometry is quite a confusion. So I'm going to select the H here, and I'm going to select this edge and I'm going to jump one edge. Alright, so I jumped one edge, jump on age, alright? And I'm going to press X on my keyboard and I'm going to say dissolve ages. I'm gonna come in here and select this edge and this edge and this edge. Alright? And I'm just going to push it down. I'm just trying to mimic what my finger looks like. It's a little bit flat on top of your finger there. Alright, and I'm going to select Alt click to select this edge and ALT shift click to select this one. Alright, and I'm going to go Control B. I want to try to bevel this. Remember we said wherever we got a joint, we need to add at least three edge loops to support that. Look, alright. So we need to add two edge loops actually to support that. So we have a total of three. Okay? Then I'll click and I'll take this age again by clicking and shift click to get this image again. And then we're just going to scale it a little bit. And I'm going to press Alt S on the keyboard, and I'm going to scale it out like something like this. This will actually help us to see where the knockers, alright, because I'm not going to be creating Narcos for this course. You saw this can actually help us to see where the knuckles are, especially with the patient that is going to be doing the rigging for this character. So with this, I'm going to press three on the keyboard, and I'm just going to go Shift C to get into wireframe. And I'm going to select the points here, and I'm going to select these two here. And I'm going to get these two again. And I'm going to push them up like so, right? You can see that wherever we get to join with God, that crease right there. Alright, so I'm just going to go Control R on the keyboard and we're going to put a finger nail, probably somewhere around there. Alright? And I'm going to select my polygon tool here, and I'm going to select these two here. And I'm going to press I again to insets. And I'm going to push this down. And I'm going to scale this a little bit some more and I'm going to push it up. Okay, I think let me just kill it a little b. Alright, then I'm going to press E to extrude and press Enter. Then I'm going to push this up in this z. Alright? I'm going to scale these guys here, alright? And you can see that it's quite huge. So I'm going to bring it down and I'm going to scale it in some more. Then I'm gonna go to my side view or right. And I'm just going to hit R to rotate it and I'm just going to rotate it back like so. Alright, and I'm just going to push it down. And I'm going to select this point and this point, and I'm just going to scale them in the X. I want them to get insight. So they gotta be buried inside there, alright, something like this. So if you can come here to your modifies tab and add a subdivision surface, you can actually see what kind of a geometry you have. And you can see actually that there's quite a big gap there. Okay. We're going to put a levels of today. Then you can be able to see what kind of unit we have. We can still push it down some more. Alright? And you can scale it out some more. Alright, if there is a gap there, alright, something like this could do. Something like this would do. Alright. Okay, and getting back into edit mode, I'm just going to push this a little bit out some more. Alright, and going back to our side view and pressing shift to St. Actually let me just click here. I'm just going to take this geometry that are heavier and I'm just going to push it down. So this can actually help you to ship the thing a little bit more. And I'm going to add another edge loop right on the middle there. And I'm going to add another one right there. And I'm going to select these and I'm going to push it down some more. Alright? And I'm going to select these two and I'm going to push them down some more. Alright? And I'm going to come here and I'm going to select everything at the back here. And I'm going to press X and I'm going to say delete faces, okay? Because we don't need anything connecting right there at the back of the finger. This is where actually the poem is going to connect. Alright? And if I can come in here and say Shade Smooth, you can actually see the thing that we have. So the next thing that we wanna do is we want to go to the top view. We want to start populating this thing as Alright, so I'm gonna go Shift Z to get into wireframe. And I'm going to go Shift D. And I'm going to start moving these guys into place. And I'm going to press the arrow to rotate them some more. Okay. Let's rotate them so that they can be able to mimic what we have right here. Okay, Perfect. Something like this. And I'm going to push it back some more. Alright? Okay, and you can see surpassingly. So I'm just going to get into more than I'm going to select these two edge loops here and I'm just going to push them down like so until they reach kind of way we'd go that line there. Alright, then I'm going to get out of edit mode, select that again and Shift D to duplicate. And I'm going to push it to the side, alright? And I'm going to rotate it until it matches what we have right there. And you can see the orientation of this is not looking right. So I'm gonna come in here and let's try local. You can see local now is actually conforming to what we have right there. Okay? So what I can do now is I can tip into edit mode and I can right-click this age. I can push it down like that, right? You can also rotate things here. So I can rotate it like that, right? Then I'm going to come to this one and I'm going to hit Shift D to duplicate. And I'm going to push them this side. Alright, push it this way and I'm going to rotate it by pressing IRA. And I'm just going to make sure that it's the right size. And I'm going to scale it down a bit. And I'm going to push it in the z or write something like this. Then I'm going to tap into edit mode and I'm going to select this age and I'm just going to push it like that. Alright. I can also rotate it like that. Then I'm going to come and select this. And I'm going to go Shift D on the keyboard again, and I'm just going to push you to the side. So this is for the thump now, alright, and I'm just going to push it up, alright, before we rotate these, I just want to get into edit mode and we want to delete everything that is on top here. Alright? Actually, until here, we want to delete everything here because they only have one joined right on the bottom there. So we want to press X and we say delete faces. Alright, perfect. And you can see now that the center of this geometry is actually sitting on top there and we don't want that. So I'm going to come to Object. And I'm gonna go sit origin and I'm going to say origin to geometry. Alright, perfect. So before we can rotate this, I want to come to object view and you can see what we hear right now. Then I'm going to come here and select my rotation gizmo. So your thumb is quite oriented it to the side like this. Alright, and I'm going to change here, probably would give it a rotation of 45 degrees. I think that'll be good enough. Alright, Perfect. Then going back to the top view by pressing saving, I'm just going to press Shift C to get into wireframe mode. And I'm just going to rotate this guy like that. Okay? Perfect. And I'm going to scale it a little bit more and I'm going to push it back. And I'm just going to rotate it some more. Push it, push it down. Something like that. Alright. Okay. I think that's quite looking good enough. Now, let me go to a side view by pressing three, you can see that all this geometry is not in place. So I'm going to select the fingers in the front and I'm just going to push them alright, up like that. And I'm going to follow up and I just need to give them a rotation. So I'm just going to rotate them like so right slightly. Then I'm gonna push them up like that. Okay. Perfect. Then I'm gonna take the thump and I'm just going to change this to global. And I'm just going to make sure that this is sitting right, like fat. Okay? Perfect. Alright, But now the other thing that you need to take care of is the orientation of the thump. Thump is not actually sitting level with these other fingers. The thumb is a little bit pointing downwards. So we need to make sure that we rotate this. But looking at this, if you can go to your rotation gizmo and try to rotate, you will see that the rotation is looking crazy. You need to make sure that this thing is actually looking at you. Alright, Tampa, look at you in your eyes like this. Then you can come around and play with the orientations here. So let's try loca. Loci is not helping. You want it to be rotating downwards like this, alright? And normal, normal is not helping. Game Bar is not helping view actually view is helping because it's actually rotating this down through the center. Alright? But I think the best way to be rotating this is through the side view. I'm just going to come back here. Now that we've figured out the orientation of rotation, we're going to press three to get our side view. I'm going to press Shift to this so that you can see a little bit better. Then I'm going to press IRA and I'm going to start rotating like that. Alright. So I'm rotating it down and I want it to go probably, let's say -22.5. I think that's halfway of 45 degrees there. Alright? And with this, we just need to push this down. Alright? Uh, you need this top edge of the thump to be in-between these two lines. So I'm just going to push it down a little bit like that. Alright, I think something like this can do. So if you can turn now to our perspective view and getting into solid mode by pressing Shift say to you can actually see what we got right here. Alright, so in the next lesson we're going to start connecting this geometry together. And after that, we're going to start configuring our lines so that we can have the geometry that we're looking for. So I'll see you in the next lecture. 9. Connecting fingers to the palm: Okay guys, welcome back to the cost. And this is where we left off from the last lesson. And in this lecture we're going to be connecting our fingers to, to our poem. Alright? So I'm just going to come here and activate our palm right here. Alright, what I want to do first is that I want to connect the thump to our palm. Now, this is very, very important. So I'm going to go Control J. And you can see now that we have connected this into one mesh. If you were to connect, this thing has faced, you're going to have extra geometric so that you can be able to connect the middle of the fingers there. Then you're going to be having a mess of geometry and it's going to be very difficult to ship this. So you'll want to ship this initially before you can do anything. Alright, so we're going to connect the thumb face. So I'm going to click to select this edge loop for the thump. And I'm going to Alt Shift select, to select this edge loop for the poem. Alright, then I'm going to come here to the age and I'm going to click bridge edge loops. And you can see what we have there. And if I can push this to the side, you can actually see that things are looking really crazy. So we've got to merge these things together and still looking crazy. He's still not looking right, but that's okay. So you gotta go to your top view by pressing Save and then you got to scale this. Alright, so let's scale this up a little bit, some more like that. And I'm just going to push it out a little bit. And I'm going to get it done. Alright? Something like this. Alright? And I'm gonna come in here and I'm just going to push this to that corner there. Alright, then we wanna take this at this point here and we want to push them out and down like so. All right, let's just take these two and push them a little bit back. Now, remembering that line that we talk about, we need to make sure that we got this line created so that we can be able to ship this a little bit better. I'm just going to drag this up a little bit. Okay, so I'm going to take this three here, alright? And then I'm just going to push them into x, alright? And I'm just going to try to distribute them a little bit more. Let me take this on faith and I want to push it in the line. This one, push it on the line, alright? And you can see this one is quiet underlying, alright, something like this, this push this one down a little bit, some more. Alright? So coming back to Solid View now, you can see that this is crazy. Alright? But watch you need to do is you need to continue shaping. So I'm going to take these three here and I'm gonna push them up in the z. I'll get, let me just come back here to our global settings here. And I'm just going to push this up a little bit some more. Alright? Something like this, K, Alright, something like this. And I'm going to take these three again and I'm going to push them up. Alright? So you want to have something that is kind of a cave going down here. Alright? You'll want to have a smooth transition between these things are, I don't want to push it to the side, and let's push this to the side. There will be someone who's well, and I'm going to take this guy, I'm going to push it up like that. I'm going to take these, I'm going to push it out and up like so. Alright, then looking at this, I think this is quite too high. Alright, so I'm going to select these and these, and I'm going to just drop it a little bit some more. Alright, we want everything like QFD going down and kept it going this side. And you can see this is not kept. So we want to try to keep that like so. Alright, and I'm going to continue shaping, alright, something like this. Alright. Now, coming here to the side here, I need to select these three guys here. And I just want to knock them down, alright, and push them in a little bit. I'm going to take this and I'm going to knock them down and push them in the exhibit. Alright. Alright. Because they side of the hand is not as thick. Is that alright, then I'm going to take these three here. And I'm just going to push them out like so. Alright, and I'm going to take the middle one and I'm just going to push it a little bit up. All right? Something like that. Alright, now, going back to our top view, you can see that things are not actually reaching here. So I'm just going to go Shift to say it. And I'm just going to start pulling these things out here. Alright? Like that. Like so. Alright, I can take this and I'm just going to pull it a little bit out like that. Conform to the shape that we have there. Alright, perfect. Alright, so if you can go Shift Z to get into solid view and you can activate subdivision surface. You can see the geometry that we're talking about taking ship. And I'm just going to actually push this to the side like that. Alright. If you can now get out of edit mode and activist subdivision surface, you can activate smooth shading. You can actually see the geometry that you're getting there. So at this stage now, you need to join these four fingers together faced. Alright, I want to deactivate this. And I'm going to select these four. Alright? And I'm going to go Control J to make this object one mesh. Alright, I am going to press Tab to get into edit mode. Okay, So we want to start reducing some of these geometric. So I'm going to take this guy and this guy, alright? And I'm going to hit M and I'm going to say major send. Alright. Then I'm going to take this center line for this guy and descender line for this guy. And I'm going to hit M, may just send, alright, then I'm going to take this one and this one, and I'm going to go M major send up. Alright? Same applies to this and this heat m major sender, these and these, it M major send them. Alright? And we're going to take these in these M mega send. Alright? Then we're gonna go to this tool here that are crossing each other. It makes sure you don't have anything else selected. And you hit M mega center. Alright, then we're going to take this one and this one, I'm going to hit M major sender. Alright, and I'm going to take this one and this one, and we're going to hit M and say major sent. So I'm just going to take all this bottom point here, alright? And I missed another one. I've put the wrong one, and I'm going to take this one. So I'm going to scale this in the z axis. You could come here and you could start scaling them like this. Could do as well. Or you can go S for scale and the z-axis, then you can put a zero. Then you can be able to flatten all of those at once. Then coming to the top ones here, I'm just going to do the very same thing. So I'm going to take this and I'm going to Shift select these, these, these, these, make sure you're selecting the right thing. And these, and these. All right. And this probably then I am going to do actually is deactivated these two. I'm going to do S for scale and Z for the axis, and I'm going to put zero. So I'm gonna get out of edit mode and I'm going to activate beg my palm here. And I'm going to shift select the poem, and I'm going to go Control J again to make them into one object. Alright. Now with this, we're going to go to our top view and I'm going to go Shift to say it. Alright, and I'm going to go tab to get into wireframe mode. What I wanna do now is I want these points to be as close together, so I'm going to push it all the way. And two is closer. They are the way to that line there. Okay. All the way to the line day. Alright. Perfect. And these ones, I'm going to push them all the way. Something like this, alright? Before we can join these two together, I think you can see some problems already. You can see that this vertex can actually join here. And this one again join here. But here we don't have resolution to do that. Alright, that's why we avoided editing the thing as before shipping this because it was gonna be too much work. So we're going to have to add this geometry for our fingers to connect properly to the pump. So I'm going to go Control R on the keyboard and I'm just going to come here and I'm just going to add an edge loop right there. And I'm going to come here. I'm going to add an edge loop for this middle line. I'm going to add an edge loop here. And for this middle line, I'm going to go and add another edge loop Friday. And coming down to the bottom, you can see that some of the edges denoted go through to the other side. Why? Because we are already deleted some of the geometry there. So I'm going to go Control R. And I'm going to add an edge loop there. And I'm going to go Control arrow right here, add an edge loop by so doing, you realize that we lose the shape that we have. But at least we go Something to start with. Looking at this, I think we need to add two more lines here before we can connect. So let's go Control R on the keyboard and I'm just going to add two lines there. Alright? So make sure that you add these two lines before you can connect that. Alright? Then I'm going to select this age. Alright? I'll select this edge for the poem and all select this H for the fingers. Alright, and we're good enough resolution to connect that. Then you're going to come to this edge and you're going to say bridge edge loops are right. And you need to make sure that it's matched like this. Alright? So this is the right way to connect these together. You can actually see the hand that we have right there. Alright, looking at this now, you can see that now we got a whole lot of geometry that is connected to this hand. And coming back here, remember we created an arm with a resolution of eight. And looking at this, you can see now that we've got quite a lot. So we got 123, 456-789-1011, 12. So if we would have created an arm with a resolution of tough, that was gonna be good enough, but does know that golf or these costs, I want to teach you how to do this with a resolution of eight, okay? So this is all we need in terms of joining the fingers to the palm and shipping the tambor a little bit initially. So in the next lesson we're gonna go ahead and start rounding off this geometry so that we can have a resolution of a try here. Alright, so that's it from me. I'll see you in the next lecture. 10. Redrawing and shaping the hand geometry: Okay guys, welcome back to the cost, and this is where we left off from the last lesson. In this lesson we're going to be redrawing and shipping the hand geometry that we're going to have a resolution of eight to connect with our arm there. Alright. So if I can tab into edit mode quickly and selecting the points, you can see that we've got a whole lot of points y here. And I'm just going to deactivate a subdivision surface for now. We want to start deleting some of this geometry, and at the same time we want to maintain the ship that we have right here. Alright, so looking at this, what you'll want to have is that you'll want to come here to this line where we joined the poem in the fingers. And you'll wanna go three steps from there. So it is 123 right here. And you'll want to start from the middle of this finger to the center line here and to this middle, this thing as well. You're going to press M and you're going to say major send. Alright? So we're starting subtracting now. Alright, and we're going to come here. Let's choose the middle of this finger, alright? And we're going to go one to the side, one to the side. And I'm going to place it in and I'm going to say major send, alright? Something like this. Let's go to the bottom of our geometry here. And you're going to go 123, so here and here, and here, alright? And press M and major sender. Same applies to this one here, this is the center line, so I'm going to come to this one and this one, and I'm going to say major center right here, alright? And I'm going to take these age. And this age, alright? And I'm going to go to the other side. I'll take this age and this age and I'm going to press X on the keyboard and I'm going to say dissolving. Alright, then I'm going to come here and I'm going to select this point and this point. And I'm going to go to the other side, select this point and this point, and I'm going to hit U twice and I'm going to slide this fetish is down. We just want to make sure that this quantity is looking good right? Now. You have to come in here where we got these triangles here. Alright, so this is a triangle and this triangle. So you want to or select this edge here, alright, odd shift, select this edge here, alright, and come here. We go the triangle here and there. So Alt, Shift, Select, select this edge, hold, Shift select to select this one. Alright, then come down here on the bottom. And the triangles here, or Shift select. And right here, this age, old Shift Select. All right, then from there you can go X on your keyboard and you say dissolve ages. Alright, so we are actually back to where we started when we were shipping this hand. Alright, then I'm just going to come in here and I'm just going to take these three and I'm going to tap W. I just want to move this along this surface and redistributed some more. Looking at this now at the back of the wrist here, you can see now that we got a resolution of 812-34-5678, this will be very good for us to connect the hint to our arm. The problem that we have right now is in-between these fingers, we don't have enough geometry to be able to manipulate this thing I saw when this thing as the, as traced a lot, then it might break right here. So we need to make sure that we add a little bit of resolution there. Alright, so to do that, we got to come here to the middle line and we all select this age or select every middle line that you have here. Go to the bottom and do the same thing. So Alt Shift, select Alt Shift, select an odd shift, select the middle edge. And right here, we got another point that we can reach. So if we can activate subdivision surface, we can be able to reach that point. Alright, and that point is this one. So Shift to select that, shift to select that. And you can shift to select that. If it's too hard for you to select through that way, you can come here to the back and you can zoom in and you can shift select from this side. Alright, perfect. Then what you wanna do right now is u1 to bevel this so that we can have enough geometry there. Let me just deactivate the subdivision surface. So I'm just going to go Control V on my keyboard to bevel that. And you can actually see what we are getting there. And I'm just going to scroll down my mouse wheel so that we don't have in other lines there. Alright, so something like this could be good enough. Then I'm going to click to enter that selection. Alright, now you can see now that we got extra geometry to work with in between the fingers there. So you can actually start pushing this up part. Alright? And you can come in here and you can push them apart a little bit. Alright, and coming to this one, let me just zoom in here. You can push them up pads just a bit, alright, something like that. Alright. Then looking at this to begin with, you can see that we go to 12345 cited in the same applies here. Fix this problem. You just need to draw in a line going all the way like this and dividing all of these. That's an easy fix, right? So I'm gonna go K on my keyboard and I'm going to click here. You can click on the center line here, center line, center line, center line, and you can just click there and you can end that connection there. Alright, so let's go back to the bottom and do the same thing. So I'm gonna go k to get a knife to. I'm going to click there and click, click, click, click there, and click there. Alright? And sometimes when you're doing this, you might realize that you've got two edges that are not to mesh together. So just click, select those edges. If they got to be there, select two and praise major, send, alright, something like that. Alright. Now, looking at this, now, one more program. We got something that is crazy right Here we go 1234, even though is for Here we go 12345. And this is not good enough. All right, so what we can do actually is that we can take these three here and we can make them at Send like that. Alright, perfect. And we can have something that we can actually work with right here. Let me go to the bottom and do the same thing. Alright, so I'm going to take this three here, and I'm going to hit M and I'm going to measure send. Alright, you could as well. Where did these two together like so they need to give you a triangle. So it will be a job done. And you could come in here and you could add another line there and you could move it down like that. So you could have something like this. And now you go to resolution of h, the job will be done. But I don't want to do it that way. You know why? Because because we need to add another line, I just feel like we need to add another line right here so that you're gonna be able to ship the bottom of the poem in a little bit more. Alright, so I'm just going to come here and type double G and I'm going to move it there. Wg movie the tip WIG, move it there. And I'm going to go Control R on the keyboard. And I'm going to add an edge loop there. And I'm gonna go k. And I'm going to click here and click here and join them together. Alright? And now you can see now that we've got enough geometry to be able to ship this, alright, so I'm just going to pull this out, alright? So you just need to make sure that this geometry is Kevin. So you remember I told you this should be caving going down like this, alright? Okay, and the same applies to this one. And coming to this line, you can see it's not happening the same way. So we need to pull this one out a little bit. And here we just need to pull this out a little bit some more. And right here, pull this out some more. Pull this out. Alright. You're going to go ahead and ship all these. Alright? So I'm gonna come in here again and I'm going to go Control R. And I'm going to add an edge loop right there. And I'm going to go K on the keyboard. And I'm going to connect these with this. Alright, I'm going to select these and these, and I'm just going to hit G and I'm going to slide it over. I'm trying to redistribute these polygons now. And I'm just gonna do the same thing with the top here. Alright? The problem that we have right now is we have an extra line. Now. We go to 1236810, so we've got ten. And do we need to round again this geometry so that we can be able to connect it to the palm. So I think we can take these two right here. Alright. Let's make them. It's sender, okay? Like saw. Alright. Let's take these two here. Alright, let's take this one and this one. And let's measure them if they send, alright. And now it gives us the triangle. And how do we deal with this triangle? It could be as well, like I told you before, that you could yes, throw an edge loop right there and you could just drag it down like that. That could work as well. So that's option number one. So you can go with this option. If you really happy with this option, you can go with this option. Let me give you that option that you could go with. The other option that you could go with ease. You could come here to this triangle and you could actually throw another edge loop right there. Okay? You could actually go like this and throw an edge loop right there. And you could actually push this to the side like that. Alright? So both options can actually awake. So it all depends with what you are looking for and how do you want this thing to be shaped? Alright, so you can come in here and you can push these like that. So this geometry, you are telling it to go this way, alright? And that's one important thing that you need to recognize. So if I can come in here and select the polygon tool here, let me activate my subdivision surface there. Alright? So looking at this, if I can select this polygon and click this arrow, you can see, alright, let me zoom in and click this arrow. You can see that we've got a loop that is going until the bottom there. And you click this, and you click this arrow. You can see that we've got an edge loop that is going like that, right? And if we click this and click this arrow, you can see we've got an edge loop that is going like that. Click this, click this arrow. Click this click the arrow. You can actually see what kind of an edge loops that we have right there. Alright, then here at the back here. Now you can still get a resolution of eight now. So we've got 12345678, and we're going to click this one. Alright. I'm going to press S for scale and lists, just flooding these in the y. Alright, like so. And I'm just going to press E to extrude and I'm just going to pull it back in the wild like that. Alright, perfect. Let's pull it back. And I'm gonna go to our top view by pressing Seven on the keyboard or right, and we're going to continue shaping. So you got to continue shipping. So I'm just going to deactivate them a subdivision surface here, alright, and I'm going to take these two guys and I'm going to push them back like that. Alright? Take these, push them back like that. Alright. Take these, push them back like that. Alright, and take this, push them down and back. Alright? And I'm going to take this now and I'm going to put it right there on the joint there. Alright? And I'm gonna do the same here. Alright? And looking at the bottom of the hand, I think we might raise this a little bit some more. Alright? So you have to come down here and continuous shipping these things. Alright? So that's it for me in terms of redrawing and shaping the hand geometric. I'll see you in the next lecture. 11. Conclusion: Congratulations, congratulations. I believe you managed to finish your hand model. I would encourage you to upload your hand model so that other students will be able to give you their views on what they think. This will really help you to grow. I can also be able to see your topology. Then I can be able to give you feedback on the areas that you might need to improve if need be. So I would like to encourage you to check out my other courses right here on Skillshare. And this will really help you to develop immensely. That's it from me, Fernando or Delano williams, your favorite instructor. Goodbye for now.