Sculpting hands can be difficult, depending on what style you're doing. When sculpting hands, the block out is to build the primary shapes and give them a gesture. I use a poly sphere in a separate tool and Dynamesh to a low resolution(between 5-10k). I use the move and clay buildup brush to create the shape of the palm. One thing to pay attention to is the proportions of the hand. I use my own as reference. After shaping the palm, I have two options. I could mask the fingers from the palm and extrude them out, or use the IMM primitive brush to create cylinders for each phalange. I chose to mask out the shapes and extrude. Doing it with the IMM brush can help get a cleaner base for the fingers and Dynamesh the hand together.
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BakingThe baking mesh map setup looks like:
This window pops up when you like on Bake Mesh maps or by pressing Ctrl+Shift+B. In this window, you are shown all Mesh maps on the left side, And on the right are all properties you can adjust. I was texturing with 4K (4096) maps. In hindsight, 4K was too heavy for Maya because it hindered my rendering speeds. I could've used 2K instead to help with performance. I set my Dilation width to 32 for an even number, Max rear distance to 0.85 and anti-aliasing to subsampling 4x4. Setting subsampling to 4x4, it adds more details to the maps with the expense of baking longer. Once I was happy with those settings, I pressed Bake all Mesh Maps and let Substance do its thing. It took about 45 minutes because it had to bake all of those maps for 21 texture sets. Which meant it had to bake 126 maps. Once baked, each map assigned to its proprietary slots for each texture set in the texture set settings. |