6 fingered man?

Oso3DOso3D Posts: 15,085

Anyone know of any morphs to add fingers?

I know the Genesis Creature Creator has stuff for fewer fingers... but anything for more?

 

Comments

  • That would need new geoemtry, presumably via a GeoGraft, and then there would be the issue of matching textures.

  • srieschsriesch Posts: 4,243

    If it doesn't need to be detailed or close-up, maybe a workaround would be to load a second copy of your figure, or your figure's gloves, with all parts hidden except for the extra finger.  It of course won't blend corectly, however depending on your render you might be able to get away with it.  For example if the view were mostly from the side and the extra finger was in the middle, or in dim lighting, or if the figure was distant, or even with part of some object between the camera and the seam so you don't see where it joins the rest of the hand.

  • mjc1016mjc1016 Posts: 15,001

    That would need new geoemtry, presumably via a GeoGraft, and then there would be the issue of matching textures.

    Also, which finger...adding another pinky would be easier than one of the others...both from a texturing viewpoint and a modeling one.

  • CybersoxCybersox Posts: 9,277
    edited August 2015

    That would need new geoemtry, presumably via a GeoGraft, and then there would be the issue of matching textures.

    Not necessarily.  If you didn't mind two of the figures always being pressed against each other and moving together, you could flatten and expand one of the existing digits horizontally, then create the illusion of two fingers by running a grove down the middle. You'd have to alter that finger of the hand's texture as well, but it's certainly do-able.    

    Post edited by Cybersox on
  • That would need new geoemtry, presumably via a GeoGraft, and then there would be the issue of matching textures.

    Not necessarily.  If you didn't mind two of the figures always being pressed against each other and moving together, you could flatten and expand one of the existing digits horizontally, then create the illusion of two fingers by running a grove down the middle. You'd have to alter that finger of the hand's texture as well, but it's certainly do-able.    

    Well, two figures is still added geometry - but yes, it would be possible to use just the finger (and part of the hand, probably) of a second copy of the figure instead of all-new geometry.

  • 8eos88eos8 Posts: 170
    sriesch said:

    If it doesn't need to be detailed or close-up, maybe a workaround would be to load a second copy of your figure, or your figure's gloves, with all parts hidden except for the extra finger.  It of course won't blend corectly, however depending on your render you might be able to get away with it.  For example if the view were mostly from the side and the extra finger was in the middle, or in dim lighting, or if the figure was distant, or even with part of some object between the camera and the seam so you don't see where it joins the rest of the hand.

    Yes, I did this once to create a four-armed figure: http://www.daz3d.com/forums/discussion/comment/795175/#Comment_795175

  • dracorndracorn Posts: 2,353

    Once I get my new computer, I'm ambitious (or crazy) enough to try it.  The main character of my book has 6 fingers (24 digits), and I want to use Daz Studio to illustrated it.  

    My plan was to import G2M into Blender and model an additional pinky, then modify the original pinky so it's larger and the hand doesn't look funny.  I will need to add additional bones and adjust my custom texture to fit.  I'll be sharing my progress in the forum.

  • CybersoxCybersox Posts: 9,277

    That would need new geoemtry, presumably via a GeoGraft, and then there would be the issue of matching textures.

    Not necessarily.  If you didn't mind two of the figures always being pressed against each other and moving together, you could flatten and expand one of the existing digits horizontally, then create the illusion of two fingers by running a grove down the middle. You'd have to alter that finger of the hand's texture as well, but it's certainly do-able.    

    Well, two figures is still added geometry - but yes, it would be possible to use just the finger (and part of the hand, probably) of a second copy of the figure instead of all-new geometry.

    Hmm. Either I'm getting senile or I mistyped and autocorrect changed what I said.  It should have been "If you didn't mind two of the fingers always..."  What I was actually sugesting is to handle it sort of like this... expand one finger, probably the ring finer as it's the one that's least likely to attract notice, widen it horizontally and do some slight resculpting, then change the texture map to have the images of two fingers side by side.  I did a really quick and dirty test of the premise, just using the parameter dials and some really crude modifications to the Phillip texture using cut and paste and the transform tool.  Here's a straight render, no postwork, and I think it shows that the idea would work. Would it be more work than geografting and re-rigging?  I guess that depends on your skill sets.   

     

     

     

    just the way

    split finger.jpg
    1300 x 1300 - 351K
  • dracorndracorn Posts: 2,353

    I'll probably do mine the hard way, because I want a fully articulating finger.  

  • kyoto kidkyoto kid Posts: 41,857

    ...there's a race in my old SF story that has two opposable thumbs on each hand.

    Their counting system is duodecimal.

  • mjc1016mjc1016 Posts: 15,001
    edited August 2015

    That would need new geoemtry, presumably via a GeoGraft, and then there would be the issue of matching textures.

    Not necessarily.  If you didn't mind two of the figures always being pressed against each other and moving together, you could flatten and expand one of the existing digits horizontally, then create the illusion of two fingers by running a grove down the middle. You'd have to alter that finger of the hand's texture as well, but it's certainly do-able.    

    Well, two figures is still added geometry - but yes, it would be possible to use just the finger (and part of the hand, probably) of a second copy of the figure instead of all-new geometry.

    Hmm. Either I'm getting senile or I mistyped and autocorrect changed what I said.  It should have been "If you didn't mind two of the fingers always..."  What I was actually sugesting is to handle it sort of like this... expand one finger, probably the ring finer as it's the one that's least likely to attract notice, widen it horizontally and do some slight resculpting, then change the texture map to have the images of two fingers side by side.  I did a really quick and dirty test of the premise, just using the parameter dials and some really crude modifications to the Phillip texture using cut and paste and the transform tool.  Here's a straight render, no postwork, and I think it shows that the idea would work. Would it be more work than geografting and re-rigging?  I guess that depends on your skill sets.   

     

     

     

    just the way

    Would work for a not so close up/doesn't matter if it's articulated render.  Also a bit more time/care spent on the texture map, especially if a custom displacement/bump/normal map were made to go along with the customized diffuse map.

    And it may work better for a glove than for the hand.

    Post edited by mjc1016 on
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