Creating a Magnum Mecha Character in Maya: Part 5



1. Creating Palm
Step 1
Open Maya. Import the file which was saved in the last part of the tutorial.



Step 2
Create a pipe polygon geometry primitive on perspective grid and set the value of Subdivisions Axis to 12 as shown in the following image.



Step 3
Place the pipe mesh according to the reference images.



Step 4
The rendered frame looks like the following image.



Step 5
To add details to the mesh, insert several edge loops and edit the shape of the mesh as shown in the following image.



Step 6
Being in the face selection mode, select all internal faces of the mesh and delete them.



Step 7
With the mesh selected, go to Mesh Tools > Multi Cut tool.



Step 8
With the help of Multi Cut tool, insert the indicated edges as shown in the following image.



Step 9
Select the undercut faces and delete them.



Step 10
Since the thickness of the mesh is not required, so select and delete all indicated faces as shown in the following image.



Step 11
To make the shape symmetrical, delete the half part of the mesh as shown in the following image.



Step 12
With the rest palm mesh selected, apply Duplicate Special command.
In the Duplicate Special Options box, turn on Instance radio button and set the value of Scale in Z axis to -1.0.



Step 13
Insert several edges and edit the mesh topology to make it look like as shown in the following image.



Step 14
Go to Mesh Tool > Append to Polygon and then generate the polygon faces as shown in the following image.



Step 15
With the indicated faces selected, go to Edit Mesh > Extract command to detach the selected faces.



Step 16
The mesh has been extracted into two parts. Due to this, the mirrored mesh has been also deleted. So, you need to apply the Duplicate Special command once again.



Step 17
With the help of Multi Cut Tool, insert indicated edge loops as shown in the following image.



Step 18
In this way, you have edited the mesh as per the palm shape.



Step 19
With the indicated border edges selected, apply Extrude command to have some thickness.



Step 20
In the fly out settings box, change the value of Local Translate Z to -0.025.



Step 21
Following the same way, extrude the lower mesh also. Press 3 key on the keyboard to check the smoothness value of the meshes.



Step 22
Insert edge loops at each corner for creating hard surface edges.



Step 23
With both sides of the mesh selected, go to Mesh > Combine command to attach the selected parts together.



Step 24
Following the same way, combine and merge the center vertices also.



2. Creating Thumb
Step 1
Create a sphere polygon primitive in the perspective
view with the values of Subdivisions Axis as 18 and Subdivisions Height as 12.



Step 2
Place the sphere around the thumb area as a thumb ball and then select the indicated faces as shown in the following image.



Step 3
With the faces selected, apply Extrude command and drag the faces out a bit as shown in the following image.



Step 4
Insert the supporting edge loop as shown in the following image.



Step 5
Create a pipe to create the thumb joint.



Step 6
Move and place the pipe mesh under the thumb ball mesh as shown in the following image.



Step 7
Insert the indicated edge loops at both ends as shown in the following image.



Step 8
With both side's corner edges selected, apply Bevel command as shown in the following image.



Step 9
Keep the pipe mesh in isolation mode. With the three indicated faces selected, apply Extrude command and then scale down uniformly as shown in the following image.



Step 10
Insert an edge loop in center of the pipe mesh as shown in the following image.



Step 11
Edit the vertices of the mesh as shown in the following image.



Step 12
Extrude the edited faces as shown in the following image.



Step 13
Insert supporting edges for hard surface corners as shown in the following image.



Step 14
Unhide all hidden meshes. Create a polygon cylinder with Subdivision Axis as 20, Subdivisions Height as 1 and Subdivisions Cap as 2.
Put the cylinder mesh inside the pipe mesh as shown in the following image.



Step 15
Insert indicated edge loops as shown in the following image.



Step 16
Select the indicated faces of the mesh as shown in the following image.



Step 17
Extrude the selected faces up to the level of the pipe mesh.



Step 18
With the corner edge loops selected, apply Bevel command as shown in the following image.



Step 19
Keep using Extrude and Insert Edge Loop commands as per need to create the structure as shown in the following image.



Step 20
In this way, the thumb's mechanism is completed. You can check the mesh flow in the wire-frame shaded mode as shown in the following image.



Step 21
To create the thumb's joint, create a cube in the perspective view port.



Step 22
Move and place the cube around the thumb joint area as shown in the following image.



Step 23
With the cube selected, insert indicated edge loops and use Bevel command on the corner edges as shown in the following image.



Step 24
Delete the cap faces of the cube to make it hollow as shown in the following image.



Step 25
Jump in the vertex selection mode and reshape the mesh as shown in the following image.



Step 26
With the top and bottom border edge loops selected, drag them inside a little bit in Z axis to get some thickness as shown in the following image.



Step 27
Insert the indicated edge loops at the corners for hard surfaced shape.



Step 28
Make a duplicate copy of the thumb joint and for the next finger.



Step 29
Create a polygon cube with Subdivisions Width as 4, Subdivisions Height as 2 and Subdivisions Depth as 4.



Step 30
Jump in the vertex selection mode and reshape the mesh as shown in the following image.



Step 31
In this way, the thumb tip is completed as shown in the following image.



Step 32
To create rest of the fingers' joints, make duplicate copies of the thumb joint wheel.



Step 33
In this way, you have three more joint wheels as per the reference images.



Step 34
Following the same way, create three more copies of the finger joints also as shown in the following image.



Step 35
Following the same way, make three more copies of joint wheels as shown in the following image.



Step 36
In this way, the fingers and joints are completed as per the given reference images.



Step 37
To make the fingers dynamic, modify the position and rotation of the fingers and joints as shown in the following image.



Step 38
With all finger elements and palm selected, press Ctrl-G to make a group.
Rename the group as HandGrp. Make a copy of the group for the opposite hand too.



Step 39
In this way, the modeling of hand and fingers is done.



Conclusion
In the next part of the tutorial, I'll show you how to create the head of the character.
