Made in 2017, this project was a mix of sculpting and scanning with a single camera, as no hand scans were available on the market at the time. I'm proud that this work became an inspiration for leading global scan vendors—after the game was released, they scanned numerous hands for the industry.
I was responsible for the entire photogrammetry process using a single camera, including scan cleaning, PBR texturing, setup in the game engine, and sculpting both the base and wrinkled models, as well as veins from life, using my own hands as reference.
The screenshots were rendered in the 4A Engine, without RTX or backscattering simulation.
Retopology, UV mapping, and rig testing were done by Dmitriy Pilipov: https://www.artstation.com/dmitriypilipov
HUD hands rigging and in-game animation done by Artem (Cyberboy) Lytvynenko.