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Keeper hand

PostPosted: 25 Dec 2012, 15:54
by Skorpio
I've started to sculpt a keeper hand. Here's a preview. Does anyone have a good hand rig?
Keeperhand.jpg

Re: Keeper hand

PostPosted: 25 Dec 2012, 16:07
by Julius
http://www.blendswap.com/blends/game-en ... nd-rigged/

This is a good hand rig as far as I can tell.

Nice sculpt btw, thumb needs work though. The tip has to be thicker and the connection to the rest of the hand is more pronounced.

Re: Keeper hand

PostPosted: 26 Dec 2012, 18:13
by Skorpio
I've modified the thumb and some other things. The fingers still could be improved a bit. I'd like to give the low poly model a material similar to this matcap, and it would be cool if the color could be adjustable in the game options.
Keeperhand2.jpg

Re: Keeper hand

PostPosted: 26 Dec 2012, 20:34
by Julius
the crease between the middle and the ring finger is usually the "highest" and the one between the ring and the small could be further back. But actually once animated and in-game it will probably look fine.

Re: Keeper hand

PostPosted: 29 Dec 2012, 00:18
by astyanax
Nice sculpting!
I feel it needs a little less skin between the index and thumb fingers, and maybe some wrinkles (or better a more rough texture).

Re: Keeper hand

PostPosted: 30 Dec 2012, 21:34
by Skorpio
I've changed a few more details (not enough to post another screenshot) and imported the model in Blender to test it. I'm not sure if I should add more details to the hi poly, because they'll probably not be visible in the game. The low poly isn't done yet.

Julius, I can't use that armature, because the Blender 2.5/2.6 OGRE exporter can't export animations yet.

Re: Keeper hand

PostPosted: 01 Feb 2013, 20:50
by Skorpio
I've only worked a little bit on the hand now and then, but it's rigged now and I've created some test animations which look pretty nice. I just recreated the rig that Julius posted. The textures need more work and I'm not really happy with the normal map. Maybe I have to add some more polygons to the low poly model and change the UV seams.

Re: Keeper hand

PostPosted: 01 Feb 2013, 22:53
by paul424
And Do remember the Hand Idea was Mine :p

Re: Keeper hand

PostPosted: 04 Feb 2013, 08:22
by Julius
Yes UV-seams are always a headache with normal-maps. Usually you can get away with quite a lot of UV distortion when you have higher resolution textures though. Helps with rendering speed too if you have less UV cuts.

You recreated the rig for blender 2.49 to have the exporter working?

Re: Keeper hand

PostPosted: 04 Feb 2013, 22:43
by Skorpio
Yep. Was actually fun. :)

Re: Keeper hand

PostPosted: 11 Feb 2013, 16:26
by Skorpio
The keeper hand model is in the repository now. You can press Alt-A to check out the animations. The exported skeleton doesn't work yet, because something caused a crash when I exported it. The model also has to be downscaled in-game. I'm still experimenting with the material. I've tried to combine the textures with an environment map and set it to Nor instead of Refl, but I don't know how that can be done in OGRE. Here's a screenshot of the current material:
Keeperhand3.jpg

And here's a bluish variant:
Keeperhand4.jpg

Re: Keeper hand

PostPosted: 13 Mar 2013, 00:52
by svenskmand
Very very nice :) I like the green version :) Great work Skorpio, as always :D

Re: Keeper hand

PostPosted: 13 Mar 2013, 09:38
by paul424
At least In this respect we can be better than DK2, as I noticed DK2 used bitmap sprites for keeper hand :D .