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.