bnewton81 wrote:Gimmie an idea of what percentage the texture makes the hand. I'm hoping that without the texture that hand would look much more basic.
Well, the fist has no texture applied at all. (Okay, it actually has one, but it's only a procedural texture (clouds), scaled way down, to give it this shimmery skin look. No shading in the texture itself.)
Here's the loop flow of the basic model (no subsurf, 1100 faces):

- Fist3.jpg (20.69 KiB) Viewed 4196 times
And here's how it looks with subsurf set to 1 (4400 faces):

- Fist2.jpg (17.46 KiB) Viewed 4196 times
(Model already tweaked a bit, to compensate for this deformation of the fingers when they got bended by the rig)
And that's the trick. Create the model relatively low-poly, ensure you use only quads, no triangles, and apply a subsurface modifier to make it look more organic and less angled.
4500 Faces should be still okay in URU, if you're not going to place hundreds of such a model in your age, and if it's pretty large, like a statue or monument.
Sidenote:
I made this hand following the Blender Foundation
Blenderella DVD made by
Angela Guenette, which is such a great example how to model a person the right way.
http://www.blender3d.org/e-shop/product ... cts_id=133bnewton81 wrote:Organics are so difficult for me. Why? What makes them so much harder?
Okay. I would say, having studied anatomy will help a lot - but maybe it's a bit overdone. But at least you should ensure your model has a clean topology and a proper loop flow.
To give you an idea what I mean:
http://www.blendercookie.com/2010/02/25 ... view-hand/