Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 28-11-2005 , 02:34 PM
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Hand Modeling

Hey all, I'm working on a project for class and basically the assignment is to model a hand and then animate it. I've decided to model the hand using surface sub-d's. I dont have much experience modeling with surface sub-d's so any help, advice, pointers, etc would be much appreciated. I've uploaded some images to let y'all know where I'm at. Also, I've never really done organic texturing, so I have no idea how I'm going to texture the hand so any help there would be appreciated. Thanks all.

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# 2 28-11-2005 , 02:35 PM
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Here's another angle.

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# 3 28-11-2005 , 04:31 PM
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hey man great start, but seeing your experience, i think you really should start with poly modeling, it would be good for box modeling, much easier! try to get some ref pictures if you havent yet! And for the texturing, your gonna have to learn UV mapping, so then you can put up textures using photoshop! Try going to

https://www.digitaltutors.com/digital...ideo.php?v=156

There should be a tutorial on that texturing request of yours, not sure!

well good luck man


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# 4 28-11-2005 , 07:02 PM
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Thanks a ton, I'll check it out. I actually think I'm also going to just start over and make a poly model.

# 5 28-11-2005 , 07:07 PM
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Kartzan

Seeing as though you are starting again on this, something you may want to take on board, and that is the thumb doesnt actually come from the side of the hand, its more like and extension from your palm.


Cheers
Jay

# 6 28-11-2005 , 08:28 PM
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This hand is a bit flat.

# 7 28-11-2005 , 09:25 PM
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I'm not a huge fan of Sub-D and I recently had to do a hand for class as well. If you have to use Sub-D or really have your heart set on it thats fine though. However, I'd start with a poly cage that stands pretty well with the general shape of the hand first and then convert it and crease the tendons and all that.

I second the comment Jay made about the thumb. I'm certainly no expert in any of this, but my usual estimation for the thumb is ~ 30º around the forearm axis and ~10º down from the index finger. I think that'll help it from lookings so flat. Look at your own palm for how the connection really occurs... once again I think its easier to visualize in polys at that point, but that's just me.

In any case, this one looks good - but I bet you could do better. good luck.

[edit: oops just saw that you were doing polys now user added image find some nice references and you should be good to go]

# 8 28-11-2005 , 11:10 PM
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There's a pretty nice tut by Antropus over on his site (https://antropus.com/), but unfortunately the tut is in portuguese, but there are a ton of pictures. He too starts out with a polgonal cube, edits the vertices, extrudes, and what not, and then goes on to change it into a really nice looking sub-D.

...Unless you speak portuguese it might not be such a great tut, but with some basic knowledge of Maya's tools and interface, you should be able to figure it out -- could always try translating the page with Google's tools or so... And if nothing else, the pictures might give you some idea of how to start and where to go...

Good luck... user added image

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