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Fist
Posted: Thu May 26, 2011 6:11 pm
by bnewton81
Man I'm havin a bit of trouble making a human fist. Not finding any tuts on fists, but there are lots on hands. None are very good. Any ideas? Tricks?
Re: Fist
Posted: Thu May 26, 2011 6:44 pm
by Chacal
Try googling redacted.
I'm sure you'll get lots of results.
Play nice, Kids --Branan
Re: Fist
Posted: Thu May 26, 2011 6:59 pm
by Wamduskasapa
Now - Now be nice or the Fist will get you....

Re: Fist
Posted: Thu May 26, 2011 10:36 pm
by Chacal
I just can't resist a pun...
I hope nobody tried my suggestion though.

Re: Fist
Posted: Thu May 26, 2011 11:21 pm
by Luna
Maybe a weird suggestion, but I would advise you to draw/sketch a fist first from a few sides. Not necessarily because you're great at drawing(I have no idea whether you are), but simply because that will force you to look really closely to it. And if you make a front, side and top drawing, you could use those in blender to help you.
Re: Fist
Posted: Fri May 27, 2011 5:46 am
by bnewton81
Good suggestion Luna. I know this is not the normal type of post. I should probably ask this in a blender forum, but I hate blenderartists.com. I forgot my password and have to do like 100 capitcha's to do anything. I've tried many times to get it fixed and something always makes me give up.
Re: Fist
Posted: Fri May 27, 2011 6:02 am
by tachzusamm
The normal way would be to model a hand, then rigging it, and with the help of that rig, animate the hand to build a fist.
Maybe you should try Blender 2.57, it has a ready-to-use build-in rigging system (rigify).
Or have a look at this:
http://www.blendernation.com/2011/05/21 ... for-bipedsEDIT:
I just gave it a 15-minutes-try. Here's an example of what I got:

- Fist.jpg (11.82 KiB) Viewed 4323 times
(I already had a model, which I rigged some days ago, and just made a fist of the hand now. It still looks a bit ugly, but with spending more time and some tweaking afterwards you should be able to get the result you imagine.)
Re: Fist
Posted: Fri May 27, 2011 11:38 am
by Chacal
Here's a shortcut: a fist is two simple objects:
1- a coil starting with the little finger and ending with the thumb (like a fat spring, bigger at the end than at the start);
2- a flattened sphere for the hand
Re: Fist
Posted: Fri May 27, 2011 12:10 pm
by bnewton81
I made an ok hand, but you guys are right it has to rigged to contort it or it rips and skews and such. Tach that hand looks great. 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. Organics are so difficult for me. Why? What makes them so much harder?
Re: Fist
Posted: Fri May 27, 2011 3:49 pm
by tachzusamm
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 4264 times
And here's how it looks with subsurf set to 1 (4400 faces):

- Fist2.jpg (17.46 KiB) Viewed 4264 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/