Jul 8, 2012

Talk to the Hand

Currently I am trying to both create (and learn whilst doing) how to model a good hand. Things are always more complicated than they seem at this early stage of learning modelling. This is the crude design... I would like to see it look a little more human and a little less goof troop. There is a ton of usage once I get it looking like a real hand... for Neverwinter Nights 2 applications...

  • A standing statue of a hand (for Helm and any other hand symbol based deity)
  • Enhancing Bigby's line of spells visual effects
  • A floating and attacking hand creature
  • A clawed handed
Once the hand is good, I can create an animation skeleton so I can freeze it into various poses, alter the detail level, size, nails, and finger fatness to get various results.



5 comments:

  1. Yeh! I think I know where this may be heading .... :)

    Lance.

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  2. if your intrested
    a pretty good tutorial showing how to make a good hand.
    i learned 3ds max from watching this guys tutorials a few years ago

    http://www.bauervision.com/Video%20Tutorials/Modeling_part3/ModelingPart3.swf

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  3. thank you sire. I will check that out too, although I find a lot of them get way too involved; I'm just trying to really, do a normal mapped version of something for the first time ever. That's the real obstacle separating my prototype (as it has now evolved into) from a 3ds max file from a viable in game model. I think its more 3d studio specific interface knowledge I lack more than the actual art/geometry guidance a lot of these guides give.

    Example: the thumb is not perfect vertical like the other fingers and I found it got all screwed up when I tried to manipulate it beause it was neither 100% horizontal or 100% vertical. Clearly the view-local option wasn't working fully or I wasn't using it right.

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    Replies
    1. when i started playing around with 3ds max i wasn't working or really doing anything,so i had tons of time
      to watch dozens of tutorials, and even then theres allot of trial and error involved,so i understand
      what you mean when you say "to involved".

      Yeah normal mapping was a real headache I think I ended up using xNormal(its free) when i tried getting stuff into nwn2,never released anything i did back then cus i was never really happy with the outcome.

      i think iv gotten better over the past 5 years even though it was just hobby i didn't have that much time for.for the next month i am free maybe ill try making something again :)

      about the thumb ,your talking about the normal map?
      i don't even remember what view local option has to do with that LOL but i do remember doing hands without a problem ill play around with it.

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  4. If you manipulate (as in move, scale etc) items with the "local" selected, when you move up and down it moves up and down RELATIVE to the selected objetcs. So if I had selected all the thumb vertexes and the thumb is clearly at an angle, it moves them all up and down in a perfect alignment with the way the thumb is facing. The standard method "view" only moves things vertically according to the viewport. This would work if it actually worked... I wasnt able to manipulate everything I wanted with the local view, it just simply refused to respond as it should for some operations.

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