Hey guys! To help procrastinate I thought I would do a study on hands and model up some hands I can use for projects. I took a look at the Polycount Wiki (Standing on the sholders of giants! :P) and started from the fingers!
After experimenting a bit, I started picking an choosing different techiniques I saw which looked good for me, and tried to develop my own method.
I'll be using this model for game characters and animation when I am done, and maybe as first person hands.
So, crits? paintovers? Will this go into zbrush ok if I need to? All info welcome!
Replies
Crits:
-The fingers and first knuckles might be too far apart, leading to pitch fork hands. If you put your actual human fingers pointing straight out (karate chop!) theres a good chance they all touch, and they fan out when you spread them out. The fingers in your model have pretty big gaps but are not fanning out, could make them hard to bring together or might make an odd fist.
- I am not too sure how the bottom underside of the fingers would be weighted, you might get some clipping issues, but then again it all depends on the joint placement and the weighting, it could work fine...
- I think it the fingers would loose too much volume if you sub-d it once or twice, leading to another classic problem, starfish fingers. And all the tris would make a bunch of poles or might just freak out. Its worth trying but dont be shocked if it freaks out on ya. Normally all quads or as close to is best for sculpting. Thats not to say this wont make for a good set of low poly final hands, it probably will, after some serious rig tests.
Good stuff keep it flowing!
Here is what you want your loops to look like if you want to zbrush:
See no triangles the shape is really easy to change too once you get it into zbrush so that's not as important.
you can thank Spark for that too btw (this is what I looked at to learn)
You'll probably find that fingers aren't usually as evenly spaced as that in a relaxed pose. The middle and ring finger tend to bunch together and the pinky drifts off a little more.
As for sculpting with that, Firecracker's (or Spark's) example is a better option. Triangles can cause some issues in sculpting apps, you'd do better to make a sort fo mid-poly basemesh that's nicely quadded.