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3ds Max 9 Bible
3ds Max 9 Bible
Author: Kelly L. Murdock; Buy New: $31.49 

Rendering with mental ray & 3ds Max
Rendering with mental ray & 3ds Max
Author: Joep van der Steen; Buy New: $34.62 

Realistic Architectural Visualization with 3ds Max and...
Realistic Architectural Visualization with 3ds Max and...
Author: Roger Cusson, Jamie Cardoso; Buy New: $45.10 

Modeling a Character in 3DS Max, 2nd Edition
Modeling a Character in 3DS Max, 2nd Edition
Author: Paul Steed; Buy New: $29.67 

3ds Max 9 Essentials
3ds Max 9 Essentials
Author: Autodesk; Buy New: $32.97 

Introducing 3ds Max 9
Introducing 3ds Max 9
Author: Dariush Derakhshani, Randi L. Munn, ...; Buy New: $23.09 

Essential CG Lighting Techniques with 3ds Max
Essential CG Lighting Techniques with 3ds Max
Author: Darren Brooker; Buy New: $32.97 

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Welcome to CG Online Tutorials
Welcome to CG Online Tutorials - In this tutorial let us learn how to create a human hand using a reference image in 3ds max.
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Step 6
Now let us start modeling hand, first start moving the vertex and match it according to the topology of the palm as shown below.
 
Figure 6.  Click here to view larger image.
 
Step 7
Keep moving each vertices and match it with the reference image. Before proceeding I just wanted to ask you a question, tell me the name of all five fingers. Be honest and don’t look down, well while modeling things you should have knowledge of what you’re modeling. If you do not know here is what it is called - 1st is Thumb, 2nd is Index finger, 3rd is Middle finger 4th is Ring and finally the 5th is Pinky. Create one more box, with it we shall start modeling fingers, Let us start with middle finger. See in the below image how many segments I have placed for the box with which we are going to model. Let us place the box just above the middle finger of the reference image as shown below.
 
Figure 7.  Click here to view larger image.
 
Step 8
Now let us convert it to edit poly from the modifiers list and apply turbosmooth and select show cage option as we did earlier. According to the reference image move the vertex giving it a proper flow as shown below.
 
Figure 8.  Click here to view larger image.
 
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