Mastering 3D Animation by Peter Ratner

By Peter Ratner

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Begin modeling the hand by selecting Your hand should now look like the one in Step the end arm polygons and beveling or smooth 45. You can repeat this process on the other hand shifting them outward a couple of times. Sculpt or just delete the two polygons, mirror the new the wrist and the start of the hand by working in ones, and merge points so that both hands are the low-polygon or subdivision mode. same. Turn on subdivision mode and symmetry Steps 18–54. Create the rest of the hand (with- again.

Move that they look like the four shaded ones in Step 45. them out a little. Smooth shift or bevel again until If you are smooth shifting, then refer to steps you have all the segments for the finger and thumb 19–54 in Figures 2-8 and 2-9 to spin quads until joints. Work on shaping the thumbs and fingers. you have the right configurations for making the Step 59–63. Details on the hand can now be thumbs and fingers. Step 19 shows how the two started. Begin by modeling the finger and thumb- bottom hand polygons near the front are rotated nails.

Chapter 1 might want to skip ahead to the next Unlike the cartoon character of chapter 1, part of this chapter. It teaches the steps to making which was created in subdivision mode, this model the body for the more realistic character that was is depicted in low-polygon count most of the time. started in chapter 1 (Figures 1-8 through 1-14). Some people may find it easier to see the geome- Whether you make a cartoon character following try in these low-poly illustrations of the cartoon. the steps listed here or using your own method, Whereas the chapter 1 model used tools such as you will need to create some type of two-legged smooth shift and spin quads, this one can be built being for use in chapter 3, Animating with without the use of these.

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