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Hands for FPS

I decided to tackle a full production pipeline for this one. I started by gathering references and creating the high-poly model in ZBrush. After that, I moved on to retopology and UV unwrapping onto a single texture set. The watch is a separate model – I added it as an extra detail, I figured, why not?

Next came texturing, followed by building the bone rig in 3ds Max using the CAT system. I did some test animations to check the skinning before finalizing it. Then, I jumped into the animation process: I blocked out the key poses and polished the motion over 4-5 passes, adding layers of detail each time.

These hands were actually created for another project of mine, where they'll be implemented in the future!