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   <title>ppModeler: hand tutorial</title>
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<H1>Modeling a Hand</h1>
<img src="hand.gif"><br>
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We will start our hand with an extrude object, which will give the first
approximation of the hand body.<br>
The contour to be extruded will look like : <br>
<img src="hand00.gif"><br>
We extrude it along a simple straight segment.<br>
The result is :<br>
<img src="hand01.gif"><br>
Next, we will add the fingers. Activate the vertex toolbox 
(F5 or <img src="../../i_vertex.gif">), 
and select the two top vertices that define front of the hand. 
Divide this edge in 4 parts (<img src="../../i_edgcut.gif">). 
Do the same with the bottom two 
vertices. Now, We will link by an edge the 6 added vertices. 
Select the vertices two by two and add an edge between them
(<img src="../../i_adedge.gif">).<br>
The result is :<br>
<img src="hand02.gif"><br>
Now, the hand body is ready for building the fingers from it.
Activate the face toolbox(F6 or <img src="../../i_face.gif">).
Select the face where the little finger will be. Select the extrude face tool
(<img src="../../i_fc_ext.gif">) and extrude the face by 9.<br>
The result is :<br>
<img src="hand03.gif"><br>
Now, select the front face of the extruded part. Select the scale face tool
(<img src="../../i_fc_scl.gif">) and scale it by 0.9. We continue to 
build the little finger with the same process. The front face is already 
selected. Select the extrude face tool and extrude the face by 6. Then 
select the new front face and scale it by 0.9.
The result is :<br>
<img src="hand04.gif"><br>
The last phalanx is build in the same way. Extrude the front face by 4 and 
scale the new front face by 0.8.
The result is :<br>
<img src="hand05.gif"><br>
All the finger are build in the same way. For the next one, extrude 
by 10, scale by 0.9, extrude by 9, scale by 0.9, extrude by 4, scale by 0.8. 
The result is :<br>
<img src="hand06.gif"><br>
For the center finger, extrude by 12, scale by 0.9, extrude by 8, 
scale by 0.9, extrude by 4, scale by 0.8. For the last finger, 
extrude by 11, scale by 0.9, extrude by 8, scale by 0.9, extrude by 4, 
scale by 0.8. The result is :<br>
<img src="hand07.gif"><br>
Now, we will add the thumb. Select the base of the thumb and extrude the face by 8. Now, scale the front face by 0.8. Extrude the front face by 7, and scale it by 0.8. The result is :<br>
<img src="hand08.gif"><br>
We want our model a little bit more smooth. Active the object tools toolbox
(F8 or <img src="../../i_toolbo.gif">). Then, launch the mesh subdivision tool 
(<img src="../../i_smooth.gif">). The wrist is not what we want. 
Move the hand (tool <img src="../../i_move.gif">) in the object toolbox
(<img src="../../i_object.gif">)) so that the model wrist is cutted by
the (yz) plane, like in the following picture (the red cross position 
is important):<br>
<img src="hand13.gif"><br>
Activate the cut with a plane (<img src="../../i_placut.gif">) 
in the object tools toolbox. Select the (yz) plane 
(<img src="../../i_yzplan.gif">).<br>
The result look like :<br>
<img src="hand09.gif"><br>
The wrist is not round enougth. Activate the vertex toolbox, and select the
six vertices like in the picture bellow :<br>
<img src="hand10.gif"><br>
Select the scale selected vertices tool (<img src="../../i_ptscal.gif">). 
Scale the vertices a little bit. Then, select the top and bottom 
vertex of the wirst, and scale them again. The result is shown in the 
above picture. Now select the vertex at the center top of the hand, 
and move it upward (tool <img src="../../i_mv_pt.gif">). 
Select the center bottom vertex of the hand and move it upward too.<br>
In order to finish our picture, we will add a backgound and a sleeve.
The sleeve is a cylinder. Add a cylinder (tool <img src="../../i_cylind.gif">
in the object toolbox) which is made of 5 parts. Scale it 
(edit->scale x,y,z menu) along the z axis). Then, add some noise to 
the cylinder (tool <img src="../../i_fc_rnd.gif"> in the object tools toolbox)
and rotate it by 90 ° around the y axis 
(2 times the tool <img src="../../i_rot_xz.gif"> in the object tools toolbox).
Now, move the sleeve so that the end correspond to the wrist.<br>
The background is a simple polygon. Add a grid of 1x1 (menu objects->grid), 
and scale it by 5. Move it so that it is bellow the hand and the sleeve.<br>
The result look like :<br>
<img src="hand11.gif"><br>
The hand's faces are not planar, 
and the raytracing process will leave holes between faces. So we need
to convert these faces to planar faces. Select the hand and 
activate the face toolbox. Select all the faces of the hand 
('a' key in the drawing area), and launch the face to convex planar face tool 
(<img src="../../i_tocovx.gif">).
Now, edit the hand material (<img src="../../i_color.gif"> in the object 
toolbox). Select a phong shading, with a pink color.<br>
Select the sleeve, and choose a phong shading, with white color.<br>
Select the backgound grid, a choose a flat shading (default) with the
following parameters :<br>
<img src="hand12.gif"><br>
You can now add lights, move the camera and raytrace the scene :<br>
<img src="hand.gif"
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