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First person hands

Marmoset viewer renders

Marmoset viewer renders

Blendshapes working on hands, triggered by animation. The colors are the different masks for each region of the hand.

Blenshapes working on hands, triggered by animation in Unreal.

In game captures

In game captures

Glove in substance painter

Glove in substance painter

Zbrush sculpt

Zbrush sculpt

Wireframe and uw sets

Wireframe and uw sets

Marvelous Designer pattern

Marvelous Designer pattern

First person hands

First-person hands I did for a canceled project around 20/21. I was responsible for all the processes, plus skinning and engine implementation.
The arm is based on a scan, I sculpted details and veins. Glove is made in marvelous designer/zbrush/ maya/substance painter. Skinning and blend shapes done in Maya.

3 sets of textures: arm and glove 4k, haircards 1k.
Arm and glove: 15 k tris. Haircards 6k tris.

One of the first ideas was to use blendshapes and corrective joints also in the hands. Videos are a prof of concept of the blendshapes, triggered by animation. That research lately was super useful to work with metahumans and RBF joints, so instead of blendshapes we could use bones and skinning to make corrective shapes.