Hello Everyone, hope we’re all well!
Was in the process of modeling this 2D-styled vintage hand cartoon. With this model, I’m up to modeling the palm of the hand, and as you can see in the 2D reference there’s a lot of round creases.
From the tutorials I’ve watched online the method I’ve attempted is;
• Use some spheres to create a rough outline of the overall shape
• Then re-topologies the mesh by having “snap to face” as a guide, and right-clicking and drawing out the individual vertices with a more even form and geometry
I’ve found this method a little challenging and was curious to know if anyone else had any other different methods they would use to tackle this?
Naturally from this question, I am quite a beginner and would love to know how everyone else would approach this to open me up to different ways this problem can be solved.
One idea I had was to draw a simplified rectangle version of the palm, with a subdivision modifier, and then draw a distinct edge around the creases and then bevel that edge to replicate the rounded look from the 2D illustration.
Thanks in advance for everyone’s help!