ZBrushCentral

Ogre`s Hand quick modelling tutorial

Hi friends this is Ruben this is a quick tutorial I made for you I hope you like, it isnt very detailed becuase I dont have to much time

hand tutorial2.jpg

In make in this hand, I have to spend some time modeling in a very low poly model in 3d max, and was exported with quads of polygons without any turbosmooth or meshsmooth been collapsed on the mesh. I took some medical charts for a quick reference of tendons and muscles of the hand. Then I put some nice loops, generating more tensions in the areas of but the nuckles and the nuckles or each finger. This is that, phisiologicaly, the skin wraps around this bones and in those areas the skin is thicker, and it crack itself in millions of lines over this nuckles. So fot the use of the projection master you need more subdivisions in this metioned-before areas. For the part of the nails, I just hate them, sorry for not to model it correctly, but the nails are evolutioned skin. The nails, only in humans, in my concept are just fashioned elements of the structure of human bodys.
The trick of modeling in zbrush is to gain the more detail posible in the subdivisions just like this image shows you.

I hope you like this quick tutorial, but I have to go
Ruben

I was just working on a hand last night. This looks very cool.

How can you attach this hand to an arm? Is it possible to just ZBrush details to sections of a body, and then join them together later in Max?

It is posible to do that, but you will need to weld vertexes in order to attach each part of the mesh. The big problem with this technique, is that when you try to do the displacement and normal maps, it has to be very well fix the UVW coordinates, so that the arm and the hand have the same flowed texture on it and do not see like cut-edge parts.
In my case, I try always to model it all and in the max model, I always try to put more tension or edge loops to the parts that I need more detail.