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Base Meshes

16 Hand Armor Base Mesh — VOL 19

asset · Base Meshes
shaded · wire
About this pack

Hands are where armor design gets difficult. A gauntlet has to plate a shape that bends in fifteen places, which is why so many characters end up in a plain mitten glove — building articulated finger lames from scratch is a day's work nobody budgets for. VOL 19 supplies sixteen medieval designs with that work done: knuckle plates, splinted cuffs, articulated fingers, flared bell wrists and the leather-and-plate combinations that sit between them.

Inside the download

  • 16 hand armor models as FBX and OBJ
  • One medieval design language across the whole set
  • Clean and editable topology
  • Triangle counts from 9K to 43K, depending on how many lames a design carries
  • 16 preview renders

The 9K to 43K range keeps every piece in play for real-time work. Even the busiest gauntlet here is affordable on a hero character, and the simpler ones are cheap enough for a rank of soldiers behind them. Nothing has to be decimated before it is usable, which is not something you can say of most detailed plate sets.

Because the lames are separate and the topology is editable, the gauntlets rig. Split the finger plates onto your hand joints, scale the cuff to fit a forearm, or take one design and reshape the knuckles for a different faction. They cut apart cleanly for kitbashing too — a wrist plate off one design lands convincingly on another.

Sixteen consistent designs also make this a reference set. If you are drawing your own gauntlet, sixteen worked-out solutions to the wrist joint sitting in the viewport beat any number of photographs.

Delivery is FBX and OBJ, and the pack is listed for 3ds Max, Blender and ZBrush. The textured renders in the gallery are illustrative; the archive is geometry.

Every purchase includes free lifetime updates and a no-questions-asked 7 day money back guarantee.

Technical specification
Software
3ds Max, Blender, ZBrush
Formats
FBX, OBJ
Files
3 files included
About Base Meshes

A base mesh exists to delete the boring part of the job. Everything in this aisle is at real-world scale with quad-dominant topology, sensible edge flow and no ngons where they would cause shading errors — ready to sculpt over, kitbash from, or take straight to UVs.

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