This is a very high quality model of a human hand that has been modeled using quads and excellent edge loop topology for ease of animation and rigging. I use standard Maya shaders, so this renders quickly, but what makes this particularly convincing is that I used a fresnel shader model for the specular maps, so it reflects light in a very similar way to real skin. If you need an even more realistic hand check out my other one with a Sub Surface Scattering texture by clicking on my name above (Jared McAllister)
All maps are perfectly seamless, are 4096x4096, and can be easily scaled down if you require with no ill effects. Included maps are:
This is a very clean and tidy mesh, and was designed with smoothing in mind. I used Smooth Proxy for the renders, but you can also use the inherent subdivision system built into Maya 2008 or newer, or convert it to a sub division surface – it just takes a bit more effort up front, but the results are just as good.
Some people have asked why the fingers are slightly curled. The reason is that when you rig and animate hands there is typically a fair amount of texture stretching on the knuckles when the fingers are curled up if the fingers are modeled straight. This helps to alleviate that.
I've included several higher resolution renders to get a better idea of the quality level, which you can download below for free.
If you purchase this model and like it, please rate it. This will help me a lot!