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Hands

Hands in a game environment can come in many shapes and sizes. During our research in Chapter 1, we discovered that Kila is to have a fully working hand, meaning all the fingers can be animated separately. If you are at all unsure about the number of fingers your character should have, talk it through with your lead artist.

Although we already have determined the hands we need for Kila, I will illustrate in this section how to develop various resolutions for a hand, covering any eventuality. The best starting point for this task is to build the higher-resolution version and then work down.

If you already have a selection of hands at your disposal, as I do in my Morgue, you can simply import one that’s appropriate, attach it, and keep working. But let’s say you’re starting from scratch. You’ll need some sample hand images that you can import into Maya and use as a guide. The image in Figure 3.61 is the one we will use as a base in this discussion.


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