Step one, the brush size is adjusted less, select the draw[drawing] tool to draw two new Z-balls as the thumb and adjust its position in the previously created (z-ball case body part) as the zsphere[z ball of the palm, as shown in the following figure (left).
Step two, continue to use this method, sequentially draw the index finger, middle finger, ring finger and little finger, and adjust the position between them, as shown in the figure (right).
Step three, at this time, you can press A for a hand grid preview, click the Polygon wireframe button, check the grid, as shown in the following figure (left).
As can be seen from the figure, the mesh between the fingers is more chaotic, not conducive to the carving work behind us, so we need to adjust these grids. First cancel the preview, click the tool>adaptive skin>use Classic skinning[tool > Self-use mask > Use Classic skin command, adjust the ires[cross resolution] parameter value is 4, press the A key again for hand grid preview , the hand grid is smoother, as shown in the following figure (right).
Note: ires[Cross resolution]: This command parameter controls the resolution of each Z-ball in the Z-ball model after masking, and low values can increase the number of meshes that are connected to more than one parent ball. However, when you create a model, this command is not commonly used, because the model local grid is too dense in most cases when it is adjusted (the model does not see much change when the parameter value is greater than 7).
Step four, the drawback is that the mesh between the fingers is not too good, this needs to adjust the distance between the Z-ball, press a again to return to the Z-ball mode, continue to adjust the shape, as shown in the following figure.
Step five, use the draw[drawing] tool to add a new zsphere[z ball to the thumb, as shown in the following figure (left).
Step six, continue to add a new Z ball to the remaining fingers, and make the knuckles, as shown in the following figure (right).
Step seven, the shape of the finger to adjust the angle, adjusted effect as shown in the figure.
Then you can make minor adjustments to the human body, here is not detailed.