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File: Human-Hands-Front-Back.jpg (422 KB, 1200x800)
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>>
>>577667
TurboSquid,
Next question.
>>
>>577673
>that level of laziness
>>
>>577667
>implying anyone here models anything
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>>577667
start with zsperes and sculpt for a long time
>>
I use the extrude tool
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>>577673
Box modeling then smoothing but the sculpt fags here are going to give you some other BS tips.
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>>577778
Actually I box model roughly then sculpt
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>>577778
any good tutorial recommendations?
>>
For hands I first model the top of the hand as a flat plane, laying down the topology. Then make the bottom with its own topology while keeping the outer vertices on the top and bottom identical so I can bridge them together. After that I can shape it to look like a hand. I find this makes the process a lot easier than straight up box modeling.
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>>577937
bump this
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>>577667
I make very primitive shape of palm with zmodeler, then make finger and copy it. then I divide gradually and give it a shape. but after I mastered it I made IMM of lowpoly forbmale and female.

tips I can give are: fingers are getting shorter by one third of it's previous joint. start measuring first joint from the knuckle
. in reality your fingers start where knuckles are, not from where palm ends
top of the hand has flat ish shape, bottom is rounded
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>>577667

Sculpt, then retopo (not Zremesher)
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File: feet_realistic_ref.jpg (231 KB, 1280x1706)
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>>577677
>>577777
checked.
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>>577778
Well, that's how you're supposed to do it before sculpting. Make a very low-poly model and load into whatever program you use for sculpting.
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>>579213
I said the same, but I do all of it in Zbrush. Making easy shapes like that with Zmodeler is as fast as in any other 3d soft.
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>>579213

> I don't know what Dynamesh is
>>
i make the palm and the individual fingers and then connect them.
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>>579953
Trash, thats what the fuck it is. Using the move brush is completly cancer you have 1% of the precision of just moving the verts or faces.
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>>580719
use a fucking tablet you mongrel
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>>580725
I do, its still isn't even close to just normal verts manipulation
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>>580729
You're sculpting, it's obviously not the same as polygonal modelling. Why would you even compare it to moving faces or verts? "Use the correct tool for the task at hand" is a very basic concept.
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>>580757
The whole point of the move brush is to move the """clay"" (faces/polygons whatever you wanna call em) to create the shape you want, just like moving verts in maya or blender. So shut the fuck up.
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>>580758
It's a different way of moving the polygons, if it doesn't work for you maybe use something different or try getting good.
>to create the shape you want
All "brushes" and moving vertices/edges/faces do this.
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>>580758
>TurboSquid
the whole purpose of using zbrush as a part of the linear flow of work is to do a retopology later in another software such as 3d coat, silo, max or even zbrush, and then proyect, you fucktard.
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I do box modeling for hands and feets, easiest way. Then I smooth the model once, export it to zbrush, sculpt the joints/veins, export the normal map, apply it inside Maya and then I rig it.

It isn't perfect but since I'm a hard surface guy who doesn't do much organic stuff I'm satisfied enough with the result.
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>>580904
>I'm a hard surface guy

I can see it, how the nails are done ))
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File: 1.jpg (33 KB, 461x649)
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>>580905

Yup, the tips are not round enough and the base of the nails is too deep. But I'm slowly improving, I just need to get rid of some habits.




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