The hand

11 minutes
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Transcript

In this lesson video, we will continue modeling our robot. Now we will focus on the hand and the claws. For the hand, we will start with a sphere. So shift a into UV sphere. For this sphere, we want to have 24 segments and 20 for the rings. More for the sphere so it is aligned with the arm position.

Next, we need to rotate this in the x axis for 90 degrees. We will just do this in the object mode for fixing the position and a scale of it. Let's look at the volume sketch object. For the position, let's move this forward for the scale. Let's make this bigger to about the size. Now we can hide the volume sketch object again next, let's focus on making the From the sphere, but I think we can make this a little bit bigger before we added this object because we read scaling and rotation in the object mode.

Let's apply the scale for us and then apply the rotation. Next, go to the edit mode. We want to make this area thicker. We can do that by pressing Ctrl R and add a loop cut here near this existing h loop. Next, select this vertex at the back pole. Then press Ctrl plus symbol on the numpad to grow the selection until we get to the location of the New Age loop.

Go to face mode. Press ALT s to flatten the faces Next, we want to flatten the faces from this area and then extrude it. We don't need to do a split in each each loop, we can just use the F shortcut. Let me just show you go to the edit mode. We already have the selection, press Ctrl minus symbol to shooting the selection. After we have a selection like this, press F. Notice what just happened.

Blender just replaced those select the mesh elements with a large end gun face next, next to this until about this far. Go back to object mode, move this backward. I think we need to see the world in sketch reference again. Move it to about this position. For the big face, I think we need to move this forward a bit and make it bigger So the arm mesh can fit in. After you are done, you can select these h loops and apply the mesh sharp attribute to them.

For the front area, we want to flatten these out also. So select this vertex and then Ctrl plus symbol to grow the selection, then press F, go to the H mode, select this H also and then mark sharp. Change the smoothing type and then turn on the auto smooth option also as usual. Next, we want to create the clause. First, we need to change the cursor location to the center of the hand. So shift s cursor to select a then create a cube object Move it and scale it so it is positioned at the base of the top claw.

Go to the edit mode and select the top face. Rotate this a bit so it is facing the next finger segment. Then we are going to do a series of point to point modeling but on a face, so hold CTRL and then right click here. Then here and finally here, scale this down. Select this H loop and make it slightly bigger. Adjust the position so that from the side view we have a small size H look at the base to a bigger size at the center of the finger.

Then at each of the joints we want to add a bevel So select the H loops. Basically we want to create an illusion that they are separated parts Ctrl V to bevel them make it two segments each like so. Then select the center of each loops, press Alt s to shrink them. Next, although in the side view, this bottom part is smaller, I think it should be wider in the x direction. So scarabus on the x axis and also the bottom part, we can select these vertices, then scale them on the x axis also. This will make the crow looks sturdier.

Next, we need to create their own joins or hinges. Let's hide the volume sketch object. Create a cylinder. Make the side vertices to 10 rotated 90 degrees on the y axis. Adjust the position and the scale also. Basically, we want to make it small but still cover the bottom area and the top area.

Let's apply the rotation scale it to the site a bit. Go to Edit Mode, create two h loops. Make these a bit wider by scaling them on the x axis Next, select these two h loops. We want to shrink them inward, so we need to bevel them first make sure we have on h look at the center that we can train. Then select those center ages of s to shrink them. Next, select these h loops and then mark sharp.

Let's add some details on the side face extruded and then scale it down. I think this is enough. For the left part, we can just use the mirror modifier. Now the left part is fixed. We can then set the shading to smooth turn on Auto smooth and set this to 50 degrees. I'm speeding up the video now as basically I just duplicate the hinge and do scaling and repositioning things that you should already know by now.

Next we want to spend duplicate these core measures. To do that for us, we can join them to domain object. Okay, now go to the edit mode, press A twice to deselect all move the mouse here and press L. Then here l also until we have all of the control measures selected. Activate the spin tool. Make sure it is set to the axes, drag this handle. Measure, we use the duplicate mode, set the steps to three, and we want to have a full circle.

Now we have three close, well four actually, as the first and the last one are at the exact same location. To fix this, let me change this first to the selection tool just to be safe. I don't want a spin handles to be floating around in the viewport. Select all of the vertices, press Alt m, and just by distance. Now there shouldn't be any more double vertices. Next, to make the left hand we can just add a mirror modifier.

Then use the upper torso object as the middle plane. Now we have two symmetrical hands. claws look good, but I think the bass hand is too small just my personal taste. So let's fix this real quick. Go to Edit Mode, B Select All, and then press L, then S to scale it up. Then select this face and make it smaller.

The hands look great now, but the arm, I think it will be better if it bends towards this direction just a tiny bit. So select the arm curve object, press tab to go to the edit mode, select this vertex and just move this to this location. I'm speeding up the video now as mostly I'm just adjusting some vertices location. At the stage, you can see that we need more arm piece here. So go back to object mode and select the our mesh object. Open the array modifier and increase the array count to 13.

Okay guys, basically we are done. Now I don't see anything that needs more tweaking. For the last step, let's rename our hand object to hen. Next, we will create the thigh part of the robot.

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