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>Kung Fu Panda Modeling Part 4

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Now, we are going to create arm and hand.
 


1. Continue your previous lesson. In Left viewport, modify several vertices position (left image below). We need to do that before creating arm. When finished, activate Polygon selection. Select several polygons in area where you will create an arm.
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2. Apply Extrude to this polygons. In Edit Geometry rollout, click Make Planar: X. Adjust size of polygons using Select and Uniform Scale. In Front viewport, move polygons if necessary to fit blueprint behind. Next, apply Extrude three more times again. You also need to position and scale polygons. When finished, don't deselect polygons but delete them. Finally de-activate all sub-object selection.
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3. To create a hand, we are going to create from a box. Later, we will attach this hand object to Po model. Start by creating Box in Top viewport. Use parameters like image below. Move this box close to Po's arm.
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4. Convert box into Editable Poly. Adjust several vertices position. Start from Top viewport. Use left image below fro reference. Next, in Front viewport move several vertices up.
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5. Activate Polygon selection. Select three polygons in hand object. Extrude twice to create fingers. Then, select one polygon, and extrude to create thumb.
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6. Select, 4 polygons in the wrist area of hand object. Delete them. De-activate all sub-object selection. Now, select Po model object. Go to Modify tab. Highlight Editable Poly row in Modifier Stack. In Edit Geometry rollout, click Attach button, then click hand object in viewport. After this, activate Border selection. Select two borders between hand and arm. In Edit Borders rollout, click Bridge to connect hand and arm.
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7. In Front viewport, compare model and blueprint. Fit arm and hand based on blueprint behind. You can scale or move vertices..
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8. Your Kung Fu Panda model is almost finished. Next, we are going to create Po's pants.
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