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3 Dimensional Chat / FPS hands (My best attempt by far!)

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Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 25th May 2008 17:43 Edited at: 25th May 2008 17:47
First of all I would like to thank Errant AI for his hand pictorial. It helped me a lot. (Errant, I studied your model a lot when making these hands so I hope you don't mind)

Anyway, I created these hands so I can use them on the gun models that I will be creating for the Game Creator's store. I have made hand models in the past but these were little more than extruded cubes subdivided with a basic cotton glove texture slapped on. I realised the quality required was greater than my previous attempts at creating such models. I thought I would share my achievement with the forum so here are the pictures!


First screenshot. This is a wireframe of the model from the two views. I think some of the edges should be removed but the whole model is only 500 polies (not triangulated) so it wouldn't matter. My method of modelling starts with a cube, I extrude and quad divide faces where required so the wireframe may look messy to some.


Second screenshot. This is a smooth render and the lighting is a bit off but just to show the texture really. When creating the texture I went for the cliche half glove look. I might refine the texture in the future to give it a grunge look.
halve


Third shot, different render angle...


Fourth, outline...


And the last one for now. This is the texture. The PSD file is about 200 layers (Thanks to Errant again) I built up the detail gradually. This was the first time I bothered to UV map a hand model. The sleeve and skin texture needs a bit of work I think.


I would appreciate any comments and suggestions for improvements. Thanks.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 25th May 2008 17:45
This is what my hands used to look like, I will be putting my new hands on this M14.


http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Shadow Blade
18
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Joined: 31st Oct 2006
Location: United Kingdom
Posted: 25th May 2008 17:56
Sweet, are you gonna release that and the mgrand? They are good models and will look even better with the new hands.

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 25th May 2008 18:08
The mesh looks a bit sloppy. I see a few N-gons, and non-continuos edge-loops, as well as some un-needed polies. Its decent, but it could be a lot better, with less polygons.

Fuzz
18
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Joined: 14th Nov 2006
Location: Tasmania, Australia
Posted: 26th May 2008 10:13
nice work O.F

Victory Is Imminent
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 28th May 2008 12:58
Shadow Blade: That's actually an M14. Its rear looks so much like an M1 Garand that I might make one from it. The new hands will be rigged to that model and it will be uploaded to TGC store.

RUCCUS: Thanks for the advice.


fuzz: Thanks.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Deathead
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Posted: 28th May 2008 16:25
Opposing Force: It would be awesome if you released the hands, because I kinda lost faith in Red Devils hand set when I found out it was from Counter Strike: Source. (Yes it was a complete rip.)


We are the cost of a world gone wrong.
Opposing force
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Joined: 10th Aug 2005
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Posted: 28th May 2008 22:23
Deathead: I would release the hands to the community but I would like to have some weapon models uploaded to the store before I do. Before that happens I'm sure the hands will go through a lot of revision to perfect them.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Errant AI
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Joined: 24th Aug 2006
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Posted: 3rd Jun 2008 09:49 Edited at: 3rd Jun 2008 09:50
Your texturing has come such a long way, OpFor. You should be really proud.

Yes, do clean up the mesh a bit because what you have now is likely to give you some bad deformation artifacts. You'll need to add subdivisions where the nuckles are so that the fingers don't collapse when you close the hand tighter.

Think ahead about what you are planning to do with the hands as you make mesh revisions. That sort of zero pose you have going on there works really well for pistols and rifles with vertical front grips. I can tell you right now the left hand is going to give you hell when you go to mate it up on the M14 in a visually pleasing way.

To reitterate some of the theory I discussed in the pictorial, when you're aiming for low poly you're going to end up with a hand capable of doing some things very well and other things terribly.

If I were to evaluate your needs, I would suggest that you completely overhaul the left hand (it's something I need to do myself for conventional rifles). Here's why...

When you are animating reloads and such, for the best result (with minimal hassle), you'll want to have the rifle bound to the wrist on the left hand and do the mag swapping and bolt manipulation with the right hand (That's how I load my M1A which is the same ergonomics as an M14 though I'll stop short of calling it a semi-auto M14). So, that in mind, you should model the left hand to look great in the rifle holding pose because that's how it will be seen 90%+ of the time. You'll be much happier if you nail the cupping pose in your base pose rather than try to manipulate your rig to make the pose. As you seem to be into classic weapons (VN/WWII/frontier-era), I think you'll get very good mileage out of any extra effort put in at this phase.

Cheers and best of luck on this.
Opposing force
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Joined: 10th Aug 2005
Location: England
Posted: 3rd Jun 2008 12:49
Thank you for your post Errant! I know what you mean about the deformation artifacts, I rigged the hand up and exported to FPSC and it became really messed up.

I'm focusing a lot of my time on animation now using proper rigs. The M14 has been re-rigged now, so I just need to sort the hands out and I can then do a better animation.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.

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