Best way to topologise this hand


It’s actually a remesh of a cartoon style character I have, so i’m not worried about the shape so much as there is a shrinkwrap applied to it, but I do need the topology in there to be suitable for animation. I’ve done some reading up and tutorial watching but it’s just not clicking for me at the moment. What would be the best way to go out about this? I only usually deal with hard surface model so despite it seemingly being simple, it’s a new challenge

hand_example.blend (666 KB)

Blend file included if it’s needed. I’m not so worried about the finger topology as obviously that’s less problematic (any advice for that would be great though!), it’s just the back and front of the palm area i’m having trouble with. I obbviously need to keep the form of the wrist intact with just the 8 vertices because the rest of the model relies on it.

How about something like this?

The source of this image is a character model I’m currently working on.

Modeling the hand can be tricky and time consuming. Here’s how I model the base mesh :



Also, you don’t have to worry about the amount of edges coming from the hand to the wrist. Just keep the extra ones going a bit further on the forearm and then make an ugly triangle in a non-deforming area (just after or just before the wrist is fine).
About the fingers, have a look at this : http://wiki.polycount.com/LimbTopology?highlight=(\bCategoryTopology\b) deforming area such as fingers, arms and legs (knee and elbow areas) must be modeled a certain way in order to deform properly.

You can use my base mesh if it helps. --> http://www.pasteall.org/blend/27583

Good luck :slight_smile:

what about googling “hands topology”?

Consider this image:


Depending on which one looks more natural or cartoony, make your choice.
In general you want loops where your geometry needs to bend.

Thanks for the feedback guys! This is what i’ve got so far, am I on the right track?


I’ve tried to include loops around the fingers and one big on around the thumb, as that seemed a common element in the reference photos. Also, would I be able to copy most of that geometry to fill the bottom?

Eppo suggested to add some loops where bending will happen.
Pose your own hand, do some moves and watch where loops are needed.
Pay attention on the thump.

Not a blender but that doesn’t matter; what matters is that doing this way leads to quite a natural thumb/palm: