I'm working on a glove for my VR title. I "Finished" sculpting this bit and started working on retopology. It's going to be used as a "player model" of sorts so a high polycount is ok. I don't want to overdo it but I also want to get good deformations for animation. I've never done retopology so any critique or tips are helpful.
I have never done a hand, but from what I've seen from other people, but this looks wrong if you want to get deformation. Search for "hand flow 3d" on Google and try to recreate them while retopo-ing this model, here's a pic I have found.
ahh. cool. Ill use this as well! thanks. you may notice some odd curves and I suppose I should have posted the sculpt but the hand includes some armor/hard surface along the palm and back of the hand. that may be the anomalies you noticed.
Wouldn't all the armor be better off as separate objects? Something like this (randomn artsation prop): https://www.artstation.com/artwork/58nvv8 <-- especially visible on the glove knuckle plates
Think that if you showed your high poly model people would have easier time in helping you to find the right workflow.
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Also this site could help: http://arl.cs.washington.edu/tutorials/handtut/handtutorial.htm
you may notice some odd curves and I suppose I should have posted the sculpt but the hand includes some armor/hard surface along the palm and back of the hand. that may be the anomalies you noticed.
Something like this (randomn artsation prop):
https://www.artstation.com/artwork/58nvv8 <-- especially visible on the glove knuckle plates
Think that if you showed your high poly model people would have easier time in helping you to find the right workflow.