Female body creation - Part 6

Female body creation - Part 6

Dec 29, 2023

Return to Part 5

Also I started working on hands.
Shot my own hand as a reference:

Added a cylinder and scaled it so its top is at the middle of the knuckle and its bottom is aligned with a tip of the finger:

Added a loop close to the bottom, scaled down the lower loop and moved it a bit forward, to resemble natural shape of fingertips:

Added Subdivision Surface modifier to the fingers. Added a sphere for the palm:

Some tweaking of the palm object in Sculpting mode - and it looks more like the palm.I had to reposition my reference picture, so it joins the wrist joint better. Also I decided that the hands are too big. I checked the size of the hands of my other dolls and discovered they're smaller than I modeled these ones. So I made every object of the hand slightly smaller.

I played a bit with rigging (armature that allows to deform models along the internal skeleton) and understood I have to apply it not to a single finger, but to the whole hand.
So I added more anatomy to the finger:

And placed updated fingers onto the same places where a simple fingers were placed:

Modified the palm object around the fingers so there will be less job after the Boolean union:

Did Boolean Union and remeshed the whole mesh to make it uniform.
A lot of sculpting and refining is ahead.

After a few days of sculpting:

It's a time to add armature.

Please see this video to understand basics working with armature:


There is an issue with scale of objects in Blender that you should know off: BJD parts in a real size are too small to apply armature. So you have to scale both the hand and the armature 10 times bigger, then apply the armature, then scale 10 times smaller back.

Great news: when you copy the child object, it's been copied together with the armature applied, so you can keep original hand and make a bunch of new ones.
After you make it parent to the hand you can make various poses:

There are nasty artifact stripes after the repositioning the fingers:

You have 2 options:
- fix those artifacts in Sculpt mode and leave the armature hierarchy for the future use,
- apply the Armature modifier in Modifiers section, delete the hierarchy for the hand object, then fix all the issues and artifacts and add the anatomy details in Sculpt mode.

I try to make copies all the time, so I have both: the distorted object with armature inside, and the new object with armature modifier applied and fixed issues. So as I can restore the hierarchy anytime and play with the poses.
Here is the hand after fixing the artifacts:


Another pose for holding things:


Go to part 7




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