Relaxed Pose that I used for a starting point for a rig.
a few rig tests to try out some hand expressions.
Step 4 - Materials
I don't have WIP here either, but I thought I could pull back the curtain a little on how I used basic techniques I teach beginners in Substance Painter. If you give finesse in any of these steps, you should still get a decent result.
🖐️ (My) Hand Study – Anatomy Focus for First-Time Character Artists
Every quarter in my Intro to Maya class (11-week term), I have at least one student eager to take on a full character for their first solo project. While our curriculum introduces essential topics like topology, UV unwrapping (and how UVs relate to the mesh), basic materials, baking, and rendering—we don't have the time to dive into advanced anatomy, retopology, or rigging at this level.
To help bridge that gap while keeping projects manageable and portfolio-ready, I often recommend focusing on a smaller anatomy study. Hands are a proper challenge and give some great practice while keeping them on track for the kind of work they are interested in doing. I've noticed when students jump into characters, hands are always the most overlooked part of their models. This is the kind of project I recommend to students looking to build strong portfolio pieces while developing essential skills in manageable steps.
This piece started as a classroom demo to show how to block out a hand using parent/child relationships in Maya. I brought the base into ZBrush for sculpting and ended up having such a great time, I finished it! I used my own hand as reference throughout.
Modeling: Blocked in Maya
Sculpting: ZBrush
Texturing: Substance Painter (with some fun nail color masks!)
Rendering: Sketchfab
Students will be introduced to Unreal in the next course of our track.