My virtual hand

By October 26, 2011 May 16th, 2016 Polygonal Modeling, Work in progress

The direction that my paintings have taken, naturally aroused my curiosity in new media and inevitably led me to begin exploring the world of Digital Content Creation.

I had squeezed every last drop out of my old system, so a few months ago, I built myself a new-generation Quad Core system with plenty of RAM, decent graphics capability and sufficient room for future expansion, should the need arise.

Quad core workstation, internal view.

I am particularly fascinated by organic mesh modeling and have been using myself, my family, and my good old anatomy books as reference to practice modeling in 3D. After some good practice, it starts to become rather intuitive, and then the addiction sets in…

The following example shows a few stages in modeling process. The result, a polygonal model of my own hand, using only quads to form the hand topology, shown here with two levels of subdivision. The completed base model will later be textured with colour and normal maps to add more detail, then rigged and skinned for posing and animation. All modeling was done in Blender, using a pen tablet.

Modeling finger topology.

Modeling topology for fingers.

Modeling hand and thumb topology.

Polygonal hand mesh adjustments, improving topology flow.

Tweaking palm topology of the polygonal hand mesh.

3D hand model by Peter Strobos.

Peter

Author Peter

Contemporary Fine Art by Peter Strobos - South African born artist, living on Curaçao.

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