Hey PC people, like the title says, I am welcoming crits on my frist Zbrush model of a hand. It far from completed but would like to know where improvements can be made.
Also what will be the best way to pull out the nail parts so that they look more realistic. The hand was modeled in Maya and I had combined the hand and nails into a single mesh.
Thanks
Replies
But if anything I think hands should always be modeled at rest rather than spread out
here it seems like you've got a combination of both
I am relatively new to Zbrush so I don't know if there are posing tools there.
or
go with very basic shapes for the base mesh and rely on sculpting for most of the forms and details. Simple, evenly spaced, quad meshes should be good enough. Let the sculpting program add all the dense divisions for you as you step up towards more detail. Sculpt as much as you can at the lower levels and focus on proportions and bigger shapes before getting into details.
You can use the transpose features in Zbrush to adjust your model (lots of tutorial videos on YouTube). It's kind of awkward at first, but can be very effective.
The hand itself is not bad, but is lacking a deeper sense of anatomy. Be careful not to make flat "pancake" hands. The thumb is a very distinct shape and isn't just a shorter version of the other fingers. Examine how the hand comes off of the wrist, and note the subtle curves and sweeps made by the fingers from all angles. Hands are tough, and it's something I need to work on as well.
haikai: I will check out the transpose option in Zbrush....thanks for that hint.