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3 Dimensional Chat / My First Hand Model.

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Travis Gatlin
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Location: Oxford, Alabama
Posted: 20th Feb 2011 05:33
It's my First Hand Model
i rigged it but the thumb didnt turn out quite right.
i based the bones off of a real human hand so it deforms realistically.
I may bring it into sculptris later on to give it some finer detail.
Though it does look really good in a render.

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Travis Gatlin
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Posted: 20th Feb 2011 05:33
Untextured.

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Master Man Of Justice
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Posted: 20th Feb 2011 07:14
looks good.

Some crits:

Thumb is flat

Other fingers are too small.


Texture is good. How many polys? Also, you should make an arm, then it could really come in 'hand' xD.

PrimalBeans
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Posted: 20th Feb 2011 07:21
I does look good. Ill give a link though to make it better.

http://www.youtube.com/watch?v=J1mExXURsWk

a good low poly tutorial on an hand. Of course your model is high poly, but this will help with base models. This guy has some good toots!

Mazz426
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Posted: 20th Feb 2011 12:56 Edited at: 20th Feb 2011 12:57
personnally I don't find his tutorials all that helpful, many of his models contain unnecessary group loops, faces, rigging nightmares and innaccurate anatomy. Not to disagree with you primalBeans, I too think there's room for improvement, here's a set of images of the zbrush's default models' hands. Notice how the first hand uses a very basic, but effective, topology which I am guessing is similar to yours. The second hand is much more complex, it utilizes the loops generated by the fingers to create the cruves around the thumb and the palm, this is a very effective optimization technique as it allows you to use an 8 sided cylinder for your arm whilst also using 8 sided cylinders for the fingers, which drastically minimises the number of polies used on the rest of the figue whilst also giving the hand enough form to effectively/easily use a normal, bump or displacement map. Hope this helps in some way.



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Travis Gatlin
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Location: Oxford, Alabama
Posted: 20th Feb 2011 14:46
Thanks for all the comments!
@ MMJ
The Polygon Count is 5230 quite high poly for a hand.
and the thumb isnt flat but it is at an angle, made a resting pose
where all fingers appear to be relaxed.
i will post a better view.
@ Mazz426
Yeah, those hands look alot better than mine! Give em a 'Hand'
but all i did was model out the basic shape of the hand and Click "Add Multiples", Texture the object with a hand texture, on edit mode click noise a few times to get some extra detail into the hand, pose it to relax. it wasnt really that hard, the hardest part was posing.
@ Primal Beans
Thanks! i might check that out!

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PrimalBeans
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Posted: 21st Feb 2011 05:47
I thought it would be a good place to start though. I dont use the same tech as the referenced link but i think he does better tutorials then i could... lol, and his stuff isnt bad.

Travis Gatlin
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Posted: 3rd Mar 2011 04:51
Sorry about the late post School work has been exhausting.
but yeah, i dont really like video tuts that much, i think if you first learn something, you should take it slowly and the person doing the video tutorial is very experienced at the topic of the tut and he will go naturally faster than the person learning the topic. with text tutorial, you can take your time without constantly rewinding the video.

My Current Project: Unbenounced to you, Puny Human!
Quik
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Posted: 3rd Mar 2011 06:36
just pause whenever you need
whatch him do a couple lines, pause, do something similiar, repeat
thats how i do it, and i find that i learn 40x times more than from a text & picture tut


[Q]uik, Quiker than most
JLMoondog
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Location: Paradox
Posted: 3rd Mar 2011 09:27
I find it easier to learn from just looking at wireframes. I guess I just have that mind set. I don't like watching videos as I know the techniques of modeling, I just want to see the end result and deduct my own method of getting their.

So with that here's a few shots of a hand model I did a year back, hope it helps:



Ed at Thoughtwire Software
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Posted: 3rd Mar 2011 14:41
Quote: "The Polygon Count is 5230 quite high poly for a hand.
"

I have entire rigged models that are 4k poly, I can't see the image from this machine but, my general advice on character modeling is to limit yourself to using Quads

www.thoughtwire.co.uk
3D Modeller and Animator
General Jackson
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Posted: 6th Mar 2011 00:24
JMooney: It has certainly helped me, thanks.
Travis Gatlin
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Posted: 7th Mar 2011 02:03
@ JMooney
That looks really good! i imagine it being extremely for First person shooters if you rig it up to a gun and add some animations.
@ Quik
It gets annoying when you can't see blender's small interface from the small resolution and when you put it on full screen i have to wait on the resolution to change over and over and so on.

My Current Project: Unbenounced to you, Puny Human!
Travis Gatlin
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Location: Oxford, Alabama
Posted: 18th Apr 2011 01:42 Edited at: 18th Apr 2011 01:42
Yeah.... sorry for the bump and double post but as mentioned before, i did put arms on the mesh!
the rendered image:


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