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Published: 2010-02-23 00:10:15 +0000 UTC; Views: 38284; Favourites: 636; Downloads: 1626
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Go here for the tutorial, or download the zip file--->> [link] <<---
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Comments: 49
SiberianRusky [2012-10-10 06:54:55 +0000 UTC]
Is there a possibility you could just link us to the 3ds file of the hand?
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Whispyyr [2011-12-08 04:51:05 +0000 UTC]
Hey,
I know its only been a year and a half or so, but I was just wondering if the edge flow still remains the same in the industry. I am also presuming this is game optimized, vs high poly? Mostly curious, this wireframe makes a lot more sense to me then what we were told to do in school.
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Athey In reply to Whispyyr [2011-12-08 18:33:15 +0000 UTC]
Had a typo in there - "When it comes to having a high optimized STATIC mesh for use in-game, then quads ARN'T important at all." sorry
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Whispyyr In reply to Athey [2011-12-09 02:35:32 +0000 UTC]
Lol thats a very good clarification! If you look in my galley I posted a render with the wireframe we were instructed to follow, tho it does look quite a bit different. I am presuming it was for high poly.
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Athey In reply to Whispyyr [2011-12-09 18:46:35 +0000 UTC]
Topology is fine either way. I was aiming for keeping the model's mesh all quads, while also reducing the number of edges I had going from the bottom of the hand to the arm. So I was reducing as I went.
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Whispyyr In reply to Athey [2011-12-09 21:50:32 +0000 UTC]
Alright cool. Thanks for the info. We were told to do the hand we had cause it is industry standard, (and all quads believe it or not) but it is pretty high poly. When I saw yours it made a heck of a lot more sense to me then what we were just told to do.
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Athey In reply to Whispyyr [2011-12-08 18:21:35 +0000 UTC]
There are a lot of different situations in which different sort of edge flow and wireframe structure are appropriate.
When modeling something that you intend to stick into a program like zbrush, or even just apply smooth onto in maya or max, then it's important to maintain quads, over polycount efficiency. Keeping your polys 4-sided will help tremendously when it comes to adding additional subdivisions for sculpting and such.
When it comes to having a high optimized STATIC mesh for use in-game, then quads are important at all. In fact, it's common to have all sorts of triangles in those situations for the sake of keeping things as optimized as possible while maintaining the silhouette.
In the industry, it's common to model a base mesh, take it into zbrush, sculpt it to your hearts content, use decimation master to get it down to a polycount that other programs can actually stand to load, then pop it into max and use your highpoly sculpt as the surface for making your optimized in-game mesh using the the graphite freeform and modeling tools.
The only instance where the in-game model needs to be both optimized and maintaining a good edge flow is with things that have to deform, like characters - especially their faces. But still, once it's ingame, keeping all quads is less important that keeping the deformation flow nice, while keeping it optimized for framerate.
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funkyalien [2011-08-12 07:49:21 +0000 UTC]
This'll be a lot of help when I eventually get back into practicing some character modelling
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FantasyStock [2011-04-01 08:43:39 +0000 UTC]
Congratulations on your well-earned DD! This deviation has been featured in the following article: March 2011 Resources DDs
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Dualmask [2011-03-19 00:44:10 +0000 UTC]
This might be just the salvation my beginner model needs...
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defense2 [2011-03-07 01:07:50 +0000 UTC]
This method holds its uses, I like how this guide is so low detailed, yet holds enough detail so morphs can pull the polygons making the skin look like it was stretching in the right places.
My only issue I might see is that the hand could be a pain to animate, then again I come from the school of thought of trying to make the poly flow around, not with U shapes like this tutorial does... then again, we are using different programs, I lightwave, you 3D studio Max.
Give what I can see of your gallery, you do a lot of people, far better then myself... I also can not do texture maps well. I do... less organic objects mostly because of my lack of texture mapping skills.
Either way thanks for the very useful tutorial.
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M3tr0idgrl [2011-03-04 16:05:02 +0000 UTC]
YES!!!!!!! Finally a tutorial for hands... that easy enough to do!
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Jangili [2011-03-03 08:04:47 +0000 UTC]
Hi this is a fine tutorial like other comments av seen this is real useful. Thanks
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Pedigri [2011-03-03 08:02:52 +0000 UTC]
While this tutorial is great, the site you host it on has a quite bad reputation, because it inherits the bad reputation that your hosting service has. See the Web of Trust (WOT) page for details. WOT is a popular Firefox Addon that allows to see how the internet users rate a particular site.
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ItachisPurpleChakra [2011-03-02 21:18:30 +0000 UTC]
you have no idea how useful this is for me. Hands are really difficult for me (because I fail at being an artist, I've known that for ages) and this is really, REALLY helpful. Thanks :3
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benzene66 [2011-03-02 19:10:15 +0000 UTC]
This is very very helpful. Great job on the tutorial.
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Silver-Solace [2011-03-02 16:42:55 +0000 UTC]
Daaaang if only this were around when I needed it xD; I've modeled a hand twice OTL
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Altarior [2011-03-02 13:10:14 +0000 UTC]
I have a feeling this will come in handy for me very soon
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japanass [2011-03-02 10:04:29 +0000 UTC]
thx a lot for all the work!
no doubt this is very helpfull!
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Facial-Tic [2011-03-02 09:13:09 +0000 UTC]
very easy to follow tutorial, explains every step well.
although i don't agree with the posing of the hand, the entire hand is stiff and stretched to the extremes. For rigging purposes, you should model a hand in a relaxed pose, it will make life much easier in the long run. It's the same reason I think you should model a character in an A-pose as opposed to the rigid T-pose.
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g4spider In reply to Facial-Tic [2011-03-02 18:05:40 +0000 UTC]
Depends on your pipeline, but I do agree that it's more natural to model and rig in an A pose, it's a good compromise. Modeling in the position that the character with most frequently use results in the most natural look. T pose does give advantages of more natural shoulder deformations and can be easier to rig, especially if you end up with a lot of verts jammed into the armpit from a low A pose.
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Facial-Tic In reply to g4spider [2011-03-10 01:54:37 +0000 UTC]
well thanks for replying, you've given me things to consider. maybe T-poses are better geared toward game art.
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enigmatia [2011-03-02 08:40:53 +0000 UTC]
Haha, this model has a hitchhiker's thumb?
Great tut
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enigmatia [2011-03-02 08:40:53 +0000 UTC]
Haha, this model has a hitchhiker's thumb?
Great tut
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pchaos720 [2010-06-14 10:59:00 +0000 UTC]
Thanks! I used mainly the references and made a hand of my own, but thanks anyway! ^^
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arlrex [2010-03-07 07:54:54 +0000 UTC]
Thank you. I still find hands one of the hardest things to model Always nice to have a tutorial around
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Aleeart7 [2010-03-01 15:51:14 +0000 UTC]
Thank you for making this tutorial and sharing! <3<3<3<3<3
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Darkness545454 [2010-02-24 04:00:11 +0000 UTC]
Alright now show us a tutorial on how to make a tesseract, except no lame three dimensions ... show us in four dimensions.... 8D
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Silverstar3 [2010-02-23 19:31:31 +0000 UTC]
Do you have a suggestion for a web site for really good tutorials on maya? Things to do with modeling and such.
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Athey In reply to Silverstar3 [2010-02-23 19:45:32 +0000 UTC]
[link] > go to the free stuff > tutorial section.
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jermainewiire [2010-02-23 11:22:42 +0000 UTC]
Where were you two days ago? i totally needed this two days ago.... ROFL thanks. definitely faving this lol.
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zetallis [2010-02-23 05:17:00 +0000 UTC]
I always have so much trouble with hands. Thanks for this tutorial!
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ArturoPahua [2010-02-23 01:23:53 +0000 UTC]
Thanks Athey is this a new one? or is the same that is in your portfolio page?
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ArturoPahua In reply to ArturoPahua [2010-02-23 01:26:30 +0000 UTC]
answering myself: yes it is!
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wormoart [2010-02-23 00:18:37 +0000 UTC]
why don't they make 3dsmax for mac??? I don't wanna install bootcamp
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