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Master the Art of Hand Modeling: Create Realistic Hands from Scratch with Expert Guidance!


📌Learn how to create realistic hands using a base mesh model.


📌This tutorial covers the process of sculpting and shaping the fingers, adjusting the hand's proportions, adding knuckles, sculpting the palm, and creating fingernails.








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- Workflow

  • For today’s class, we’ll be making the hands for our model.

  • The first thing we want to do is assign the hands their own poly group.

  • Mask the hand and click Ctrl + W.

  • Turn on the Line Fill so you can see the polygroups on your model.

  • The keyboard shortcut for it is Shift + F.

  • Once we have our new polygroup, mask it and use the Split Masked Points to give the hands their own subtool.

  • To mask a polygroup, Ctrl + Shift + click on the polygroup to isolate it.

  • Once isolated hold down Ctrl and click on the side to mask the polygroup afterward hold down Ctrl +Shift then click on the side to reveal the rest of the model.

  • We can hide the rest of the body and only have the hand subtool visible along with the 3D reference.

  • Use the Move brush to adjust the position of the hand to fit the reference.

  • From here grab the Knife tool and slice the hand where only the middle finger is left.

  • It’s ok if you slice a bit of the thumb.

  • Next DynaMesh the model to a lower resolution so it is easy to manipulate.

  • Once DynaMeshed smooth out the hand.

  • If the finger is too thin, use the Inflate brush to inflate it.

  • Mask the finger and give it its own polygroup.

  • Mask the polygroup and Split it into its own subtool using Split Masked Points.

  • Mask one of the middle fingers on one of the hands and give it a new polygroup.

  • Ctrl + Shift and click on the polygroup to isolate it then go into Geometry, Modify Topology and click the DelHidden button to delete the other finger.

  • We only want to work on one hand and then paste it on the other side once we are done.

  • Holding down Ctrl and moving the finger with the gizmo tool will create a duplicate.

  • Make the rest of the fingers on the hand except for the thumb and adjust them to the 3D reference using the gizmo tool and the Move brush.

  • To make things easier we can first create each finger their own polygroup by using the Autogroups option inside the Polygroup options.

  • We can now isolate and mask fingers we want to move and adjust.

  • Make sure there is enough space between each finger.

  • This is to prevent the fingers from sticking to one another when we combine and DynaMesh them.

  • We can make the thumb by using the Standard brush or Inflate brush to make a basic shape for it and DynaMeshing.

  • Merge the fingers with the rest of the hand and DynaMesh them on a higher resolution so the fingers don’t merge in between the gaps.

  • If they are still merging try DynaMeshing on a higher resolution than previous.

  • Once merged Smooth the hand out.

  • Adjust the thumb some more using the Move brush making sure the palm isn’t sticking out too much where the gumb is.

  • We can also fix up the pinkie finger by rotating it a bit and moving it into place with the Move brush.

  • We’ll start fixing up each finger one by one.

  • We’ll start with the pointing finger, with the move brush and the Inflate brush make it thinner in size and give it more of a finger shape.

  • We also need to add bumps on the back of the finger with ClayBuild up to show where the bones and joints are.

  • The process is the same for each finger, make them thinner using the Inflate and Flatten brush on the side and the Move brush to shape it.

  • With ClayBuild up sculpt the knuckles at the start of the fingers.

  • For the pinky, we’re going to make it flatter on the top and give it a better-curved shape.

  • On the top of the hand add in the lines where the rest of the bones on the hand connect with the fingers, smoothing out after.

  • On the inside of the palm sculpt the cushions on the end of the fingers using ClayBuild up.

  • With DamStandard make lines between the cushions to separate them.

  • DynaMesh and smooth out the palm, adding in more clay to blend in the cushions with the rest of the palm.

  • If the knuckles are sticking out too much you can move them a bit inward.

  • Adjust the thumb again and, make the shape more curved and the top surface flat.

  • On the top of the thumb sculpt in the joint and smooth them out.

  • Draw out the bones on the top of the hand again because the details get lost when DynaMeshing and Smoothing.

  • Same with the cushions on the inside of the palm.

  • The palm in the middle is more hollow and surrounded by the muscles on the hand from the sides.

  • Add more volume down the pinky and down the thumb while hollowing out the middle part.

  • We’re also going to go through the cushions again and sculpt the bone in the middle of the wrist.

  • Afterward, DynaMesh the hand and very lightly smooth the hand so as not to lose the details.

  • With DamStandard separate the fingers into 3 parts, adding in clay in the middle, focusing more on adding extra volume on the bottom.

  • Because we added more clay we made the finger thicker than it should be.

  • With the Move brush adjust the form.

  • We’re going to do this on all the fingers.

  • Isolating the polygroup will help you in avoiding other fingers and prevent messing them up by accident.

  • We’re going to add more clay inside the palm of the hand and go through some of the things we just added to define them more.

  • We’ll start defining the pointing finger, starting with the joints and working our way toward the rest of the fingers.

  • With ClayBuild up add a nice amount of clay on top of the joint and connect them with a line of clay where they are separated.

  • For the nails, we’ll use DamStandard to draw it out and use the Move brush to make it as long as we need to.

  • Around the nail add more clay because our nails aren’t flat around, they have extra skin surrounding them.

  • Use a higher resolution on DynaMesh to add more active points so we can put more details in the hand.

  • For the joints use the DamStandard brush to add gaps on the side to emphasize the bone in the finger.

  • On top of the joints add the folded-up skin using DamStandar.

  • In the back of the finger go over the splits again ad aff more clay.

  • On the knuckles add more clay and connect it with the bone of the hand by adding more clay.

  • Repeat this on the remaining fingers.

  • For the other parts of the arm like the wrist, add the bump on the side where the bone sticks out using ClayBuild up and smoothing it.

  • Below the thumb there is a small hollow are that can be achieved by using DamStandard and slowly carving it out.

  • For the inside of the palm, we’re also going to use DamStandard to make the folds and signature lines that go across the palm.

  • After that, we are done and can mirror the hand on the other side of our model.


Bonus - Zremesh Project


- Workflow

  • To add more details on our model we need more activate points.

  • We can use DynaMesh and a very high resolution or we can add Divisions.

  • If we want to add Divisions it will only make things worse since our model has really bad topology because we’ve been using DynaMesh.

  • To fix this issue we can always Project the details from the bad topology hand to a fixed topology hand.

  • We’ll start by duplicating the hand, you can work on any of these two hands it doesn’t matter if it’s on the original or not.

  • Choose one of the hands and ZRemesh it.

  • Our hand will now have better topology but all of the details are going to be gone.

  • This isn’t bad at all since we will be transferring the details front the DynaMeshed hand onto our new one.

  • Add a good amount of Divisions on the Zremeshed hand to where you reach a high Active point count.

  • We want to have either equal or more Active Points than the DynaMeshed hand so the details will transfer better.

  • The next step is to Project the details.

  • In future projects make sure that only the two meshes you want to project details from are the only ones visible.

  • Another note is to have the Zremeshed hand Selected when you do the projection.

  • In the Subtool menu there is a Project button, click it and wait for a couple of seconds.

  • Once the bar has loaded the details from the DynaMeshed hand will be transferred to our Zremeshed hand.

  • From here we can continue adding more high-resolution details to our model.



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