R Reynolds Posted January 27, 2018 Posted January 27, 2018 (edited) I decided it was time to get someone to drive my various vehicles. This guy will perform two roles. The first will be to drive around the pickup truck https://www.hash.com/forums/index.php?showtopic=48329 . With a change of hats, an added mustache and a pair of goggles he's ready to be a locomotive engineer. My thanks to Mechadelphia for the Saucy Rig. The skin and cloth textures were chosen to make a reasonable impression at a distance, so they tend to break down upon close inspection. The stretching in the coverall decals comes from only flattening and applying a front and rear decal. I suspect I'd get less warping if I had gone for left front, right front, left rear and right rear. But this good enough for an "extra" who happens to be driving the real stars, i.e. the vehicles. composite_a.tga composite_b.tga Edited January 27, 2018 by robcat2075 Added JPGs of TGAs 1 Quote
Hash Fellow robcat2075 Posted January 27, 2018 Hash Fellow Posted January 27, 2018 He looks real good, Rodger! Suggestion... make the first and third fingers shorter than the middle finger to avoid the rake look. The apparent difference in length actually begins at the knuckle line in the hand which is curved and angled rather than straight across the hand. Quote
steve392 Posted January 27, 2018 Posted January 27, 2018 Looks a good face and I like the clothing good stuff Quote
Guest Posted February 4, 2018 Posted February 4, 2018 Suggestion... make the first and third fingers shorter than the middle finger to avoid the rake look I did. I think that particular pose tends to hide the fact. But thanks for the suggestion Robert, because it motivated me to take another swing at the model. I concluded that the rake-like effect partially came from the fingers being too thin which may have been because this hand mesh originally came from the barbarian in Jim Talbot's Leopard Queen project on the Extras DVD. (He has elongated fingers and nails and his thumb nail seems to be oddly positioned). So along with a number of CP tweaks, I slightly fattened the fingers, shortened the pinky, rotated the thumb and made the knuckles and tendons even more pronounced. The best part was I stumbled across a useable bump map to add some skin texture. Quote
Hash Fellow robcat2075 Posted February 4, 2018 Hash Fellow Posted February 4, 2018 Hands certainly have come a long way since barbarian days. I still think you could go bigger on the arc of the knuckles and either move them farther into the hand or move the webbing farther out. Quote
Guest Posted February 6, 2018 Posted February 6, 2018 OK Robert, howzabout this? I paintshopped the real xray to rotate the fingers at their knuckles so they more closely matched my at rest pose. Then I moved all the joints in my model to match the prototype, shortened the last segments of most of the fingers and slightly extended the thumb. Quote
Hash Fellow robcat2075 Posted February 6, 2018 Hash Fellow Posted February 6, 2018 Yes. It's a subtle change but I think it makes for a more organic-looking hand. Small detail... notice the difference in the shape of the thumb webbing. It occurs to me that I have misidentified the axis of rotation with my blue line. If the first Phalanges bone slides on the stump of the Metacarpal then the apparent axis is probably inside the stump rather than in the gap between the two bones. Quote
John Bigboote Posted February 6, 2018 Posted February 6, 2018 Wow- looking good Rodger! Hands look better now- amazing how the eye is drawn to hands. I will always add 2 poses to my characters called FIST L and FIST R... 90% of a hands motion is simple opening and closing, with these poses you can simply keyframe variations and it keeps the hand from looking 'karate-chop'py... or dead. Quote
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