View Full Version : Model/Textures: Giant Hand
OK here is my latest model, its for a 2 minute short called platformzero, its a giant, monsterous surreal hand that comes out of a poster in a tunnel.
its done in maya with polys, rendered with mental ray (with dirtmap shader)
http://www.platformzero.com/images/models/handy2.jpg
palm view
http://www.platformzero.com/images/models/handyPalm.jpg
wireframe
http://www.platformzero.com/images/models/wireframe.jpg
comments would be very useful, going for completly photorealistic here, will be composited over live action.
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Padmus
02-20-2004, 11:58 PM
Firstoff the texture is great and works pretty well howeverthe nail on the ring finger(2nd from the left) looks far to small and especially bumpy areas like the knuckles look to flat I can see in wire frame that there is not much to make the knuckle creases except for the texture. I would suggest that you either use a displacement map or go back and modify the mesh by hand.
lostfilez
02-21-2004, 11:43 AM
Well, it's looking really nice. Great model, and a great texture, but you said you were going for COMPLETE photorealism, so I think you've got some work to do.
First off the texture is good, but I dont really like the hair near the watch, it should either be done w/ some type of plugin or not there at all, it looks kind of strange just pasted on there. Secondly, the fingernails need some work. Even though I can see that you've actually modeled them, it apears as if they are just painted on. They need more definition, I think the one on the ring finger looks the best right now. And it doesnt seem that the model has any type of bump or displacement map. The texture is there for all the wrinkles, but the model still appears to be smooth.
Now for the model, your fingers still seem fairly simple. I think you could incorporate some of the detail (wrinkles, creases, etc...) into the actual model. Wouldn't have to be every single wrinkle, but some would help. The fingernails need some more definition, especially at the tips, they need to be undercut some more, as they seem to just blend in w/ the finger. This is especially obvious on the palm facing up pic. Now looking at my hand (I know all hands are not the same... just a suggestion) I would add more definition to the knuckles and wrist... to give a better impression of there actually being bones and tendons beneath the skin.
Carrot Juice
02-22-2004, 06:30 AM
Very good, but it seems that the watch has not the same high standard of shading as the hand. It seems a bit clean. The modelling is nice though.
keep it up!
tx_rx
02-23-2004, 03:19 PM
I like it, the edging seems to be soft on the render, that's neither here nor there. It's a cracker.
playmesumch00ns
02-24-2004, 01:04 PM
The textures don't seem to be high-res enough for the close-up render.
The definition of the edge of the nails are too soft - they seem like part of the finger rather than being a sepearate object, though this could probably be fixed by playing with your shaders.
You really need to add some dispalcement for the wrinkles and folds of the knuckles. At the moment it just looks completely flat.
If you do that it'll be top-class
I am stil touching this up, getting towards a final version, thankyou for all your very helpful crits, It will however be animated and there are a few things i will have to compromise on, the hair on the hand is not gonna happen, its polygons and I am using maya complete, so no fur or Paint FX, the arm on the other hand, will be connected with a seam under the watch and will be Nurbs, hair might be possible. As for a displacement map, I agree it could really do with one, but the tests i have done so far seem to add an unrealistic amount to the render time for an effect that will be barely seen when animated.
I might be doing something wrong with the displacement map in maya, if anyone thinks they know why its so slow, please e-mail me, (i don't think software specific questions are allowed in here right?)
will post again once its fully rigged and animated
eunuchbot
02-24-2004, 05:16 PM
It looks like you textured dirt or shadow under the finger nails, be careful about the placement: under the endx finger it looks like its off. Second, it looks like you planer mapped the top and the botom seperately, watch the seem carefully, cause it looks like a seem. Otherwise, I think it's an awesome model (fingernails too small), but great model. its poly? or subD?
Panupat
02-24-2004, 08:06 PM
the bending points of the fingers still look very flat. I think those parts need actual modelling, or a stronger bump map. The palm side of the hand also should have more red tone than the other side. (that's the way my hands look btw)
3dJessy
02-25-2004, 07:58 AM
I'm surprised nobody else mentioned this, but I have to tell you, the thumb looks bent in a weird way. In the view from above it looks like the thumb is a little too sideways, and it bends down and then straightens out.
I can't quite put my finger on it, but keep in mind you have all the reference you need.
Or may be it is that it comes out of the hand too low (towards the wrist.)
Sorry, I don't know exactly what it is but it sticks out like a sore thumb (pun intended.)
That's my only beef, good work!
foxco
02-25-2004, 08:00 PM
ya that thumb. it looks as tho it should have the bottome of the thumb angled more towards the ground.
i also think you should add a nice bump map for your knuckles
XsifoX
Ok been working on lots of things but here is an animated composite of this hand, its got 8 render passes, over the live action background plate, tracked with icarus. motion blur is missing, i will add it IF i have time, needs tweaking, but critique would be useful
Click here for animation! (http://www.platformzero.com/animations/handanim.html) 1.2mb quicktime sorrenson 3
and for those of you unfortunate enough not to have quicktime, a divx version (http://www.platformzero.com/animations/handdivx.avi)
tx_rx
03-24-2004, 01:25 PM
My first impression is one on the lighting of the hand. I think you need to tweak the fall off range of the light. Notice that the wall with the poster is dark yet when the hand comes out of the wall it's brighter than it should be. Also the watch looks slightly feminine on a male hand, but that's a personal opinion. Like the idea works for me. no doubt there's more comments like the landing of the hand looks unnatural with bones going the wrong way etc. . . but keep going.. it's nearly there.
:D
tintin
03-25-2004, 10:12 AM
The length of the fingers , particularly ring and index are either too long or the middle finger is too short. Im not sure if it is the camera angle or what, but proportions are not right. Also the watch on the wrist, is sitting too high on the arm, watches dont usually sit that high on the arm in this position. The lighting on the watch seems a bit dark in comparison to the rest of the arm. It is looking quite good, keep going !
For the still, I have to agree with a couple of people about the joints on the fingers. The textures look...well, like textures. When you hand it straight the skin on the joints bunches up and when the fingers are flexed the skin stretches. I don't see that extra skin on top of the joints.
I also have to agree w/playmesumchoons on the fact that there needs to be more distinction b/t the fingers and the fingernails.
Also the watch doesn't lay on the hand like it should. It is a gravity defying watch!!
For the Animation, for the most part it looks good! Once again, the watch doesn't move at all. I looks like it is glued to the arm
(talk about pullin' out arm hair!!! Ouch!). Watch your ring finger!
I'd say in the last 10 frame it look like it breaks.
However, I think is very well done. But, you just need some tweaking and it will be 'all gravy.'
For the still, I have to agree with a couple of people about the joints on the fingers. The textures look...well, like textures. When you hand it straight the skin on the joints bunches up and when the fingers are flexed the skin stretches. I don't see that extra skin on top of the joints.
I also have to agree w/playmesumchoons on the fact that there needs to be more distinction b/t the fingers and the fingernails.
Also the watch doesn't lay on the hand like it should. It is a gravity defying watch!!
For the Animation, for the most part it looks good! Once again, the watch doesn't move at all. I looks like it is glued to the arm
(talk about pullin' out arm hair!!! Ouch!). Watch your ring finger!
I'd say in the last 10 frame it look like it breaks.
However, I think is very well done. But, you just need some tweaking and it will be 'all gravy.'
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