Hands
Hands
tryed for the first time ever today to make a hand that isnt just for holding weapons or constantly in fists, and it proved to be quite difficult.
This is what i have so far i would apprciate any critique.
Thanks
This is what i have so far i would apprciate any critique.
Thanks
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- hand.JPG (23.93 KiB) Viewed 2085 times
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- SithMaster
- Posts: 306
- Joined: Mon Jul 04, 2005 11:45 pm
thanks for replies,
im vertex modelling and using cylinders, just looking at my left hand while the mouse is in my right to try and get it write, im gonna take a few photos so i can be a bit more accurate.
It willl be the texture that makes or breaks it really anyway,
Im quite quick at modelling once i get going, took me about an hour so far.
Ill work on what youve said and get some more screenies up soon.
thanks again
im vertex modelling and using cylinders, just looking at my left hand while the mouse is in my right to try and get it write, im gonna take a few photos so i can be a bit more accurate.
It willl be the texture that makes or breaks it really anyway,
Im quite quick at modelling once i get going, took me about an hour so far.
Ill work on what youve said and get some more screenies up soon.
thanks again
The mighty Booooooooooooosh.. Come with us to the mighty boosh..!!
Hey feddon,
They're really good!! hands are the bane of my exsistance, they're the only things i can't model well,
the only suggestion i could make, is from looking at the wire, you will need to add deformation points in the knuckles on the tops of the fingers, cos when it comes to animating they'll curl up and deform in funny ways,
this is where i bugger up......ALL THE TIME,
here's an example i took from poopinmymouth.com
it applies to limbs but the priciples are the same when it comes to fingers/toes ect....
They're really good!! hands are the bane of my exsistance, they're the only things i can't model well,
the only suggestion i could make, is from looking at the wire, you will need to add deformation points in the knuckles on the tops of the fingers, cos when it comes to animating they'll curl up and deform in funny ways,
this is where i bugger up......ALL THE TIME,
here's an example i took from poopinmymouth.com
it applies to limbs but the priciples are the same when it comes to fingers/toes ect....
yeh thanks spyrewolf i noticed that this morning, Not really to difficult to add some in, its still relativly low poly so ive got some polys to play with.
Hand are so complicated to get right escpecially when they need to be good enough to be on screen probably 90% of the time in the game i have planned.
Give me a gun to model anyday
Hand are so complicated to get right escpecially when they need to be good enough to be on screen probably 90% of the time in the game i have planned.
Give me a gun to model anyday
The mighty Booooooooooooosh.. Come with us to the mighty boosh..!!
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- Posts: 23
- Joined: Tue Jul 05, 2005 12:05 am
- Location: Louisville, KY
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The skin between the thumb and index finger looks like it could be pulled up a bit. It slopes downwards a little bit, it seems, hence the shadow. Mine doesn't go like that, so it may just be me =p Lookin' great, though!
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- QuestOfDreams
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RF comes with RFEdit Pro for level editing, but has no modeler for actors. There are some free tools you can use for modeling your characters and props like truespace 3.2 or Gmax (also see here)P.S. Does RF have a 3D modeller on its own?!?
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Nice hand, If I was doing one I'd probably do it in Wings 3d,
here's a rough beginning, would only take a few minutes though.
Check http://terrymorgan.net/links.htm for 'how I model bodies.avi', steps you through a Wings3d body model, need
the DIVX codec to see it.
here's a rough beginning, would only take a few minutes though.
Check http://terrymorgan.net/links.htm for 'how I model bodies.avi', steps you through a Wings3d body model, need
the DIVX codec to see it.
- Attachments
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- handwings3d.jpg (22.85 KiB) Viewed 2013 times