Two ultra-realistic rigged male hand models (left and right). Uses V-Ray shaders with subsurface scattering, Fresnel reflections and a separate shader layer for the fingernail coating. Low-compression, seamless UVs for perfect texturing. FK rigged with ease of use in mind – all joint orientations are consistent so you can pose easily and avoid digging around for bones. Well-honed joint skin weights for accurate and flawless deformations. Maya version includes dual quaternion skinning and driven blend shapes for finger deformations. Quadrangle topology except for a few well-placed triangles that don't deform. The Max version's polygon count is 1982 and the vertex count is 1958.
Maya version includes wire controls for joints. All maps are 4096x4096 resolution and displacement is 16-bit so there are no visible stair-steps in the displacement. Both Maya and Max versions are set up as a linear workflow for accurate, properly-saturated rendering so it will not wash out when you add more lights. This has everything you want in a 3D model.
Most other hand models are only designed to look good when using full light so they fall apart when you try low-light or other lighting scenarios – this will hold up in any lighting scenario and even with close-ups as the displacement map ensures accurate rendering of skin details while keeping a supple quality to the flesh. Any realistic deformation will similarly hold up despite the efficient and lightweight cage mesh. I spent weeks perfecting this model so you don't have to worry. mental ray version coming soon.
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