Arcade Hand from Logan's Run

fixed facets.jpg


After fixing the upper right angle, I repeated the steps to get only the front facet of the palm, rotate it to be flat on the ground, and match it up to the red crystal. Using the reference image as a guide I used a digital knife to cut the single flat facet into all the bumped-out cube-y, pointy facets that stick out from the palm surrounding the red crystal.

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Then I lined up 2 flat planes to the 4-sided sides of each bump-out, and rotated them to match that angle of their respective bump-out facet. When I had them meeting in a pleasing manner as closely matching the reference image as possible, I moved the points of the facets around the lineup of the reference planes, and then moved them vertically to match the vertex meeting points of the two flat planes. I need to get every point of the facet side to match up to a single plane, otherwise the print won't work right.
 
That's me, epoxinator. The wrist piece and base are unfinished still and my palm/fingers part is decent at best. I actually covered it in aluminum foil tape, which looks great across the room. Just don't examine it too closely! Out of town right now, but I'll post some pics soon. Best of luck with your build; it looks like you've got a great start! I'll just say I overused "artistic license" on my palm sculpture...
 
EasternBloc: I don't know if you noticed but I commented upon your version when I saw it a few weeks back. I missed it in 2018 when you first started it. I was excited to see that someone else was interested in the sculpture. I've been hoping to see more on your project.

"I actually covered it in aluminum foil tape, which looks great across the room." Mirrored mylar was the first reflective surface I tried, after I made my first computer version and then used Pepakura to output it. From Pepakura I printed a "paper doll" of the hand and then cut it out and put it together. When I glued the mylar to the paper it just looked bad: I did one finger and then stopped. Too bendy. Yours is on wood, so you have a sturdy base on which to put the foil.

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The hand on the left is my attempt at making a mirrored styrene version. I had set it aside for a number of years. I finally put it together as a gift for an online friend who collects LR stuff. The red crystal in the palm is one of those multicolor sets of 6 that I bought back in the 90's: can't recall from whom. It was pre-Internet so I probably found an ad in a magazine.

On the right is my first attempt at an Arcade Hand. In college in the 80's I made this Carrousel jar. The top handle was the Hand, but when I put it through the kiln at school the hand was too delicate for the heat and broke off during the firing.
 
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palm cut process.jpg
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Being a little more exacting about following my resource images. In the first image I've gone into more detail about how I cut the palm element with cutting objects, in this case cubes, aligned to each cut I want to make. This time I am leaving the boullian cuts active, so that when I change the background images to show detail hidden in the back, and rotate my 3D camera around the model, I can move and rotate the cutting objects following the new details. It's kind of a fluid process because no matter how I try I don't seem to be able to exactly camera match each shot. Still, I am getting a more accurate result.

In the second image I've shown the object over several resource images. I've added the fingers back into the scene, both so I can place them, and so I can adjust the cuts to the palm to match the geometry of the fingers.

The third image shows various shots of the entire hand, with no texture. No matter what I do I just can't seem to get the finger positions to match between all the shots. I will keep tweaking their position and that of the camera, but ultimately I think I will go with the positions that look best to me.

I haven't yet cut off the parts off the fingers that interrupt the palm geometry. It seems to me that the 4 fingers are all square in cross section with a thinner top and a thicker base. The thumb seems to be stretched vertically on the base embedded in the palm, but not on the outer tip. This will require me to make each facet of the thumb sides into two triangles. I think that on the original they just bent the sides of the plastic mirror facets to fit, but at the size I'm building in and with the thickness of the plastic mirror I will use, I won't have the flexibility I need to have the facets lay flat.
 
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4 frames from a render test of a 380 rotation with the hand spinning the opposite direction. I still need to create the connector cylinder between the top of the base and the bottom of the palm.

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It looks really good. What I find works well is a gif flipping back and forth between the reference image and the model overlaying the reference, so that small differences are easy to catch.
 
It's been a while since I've posted. I've been too busy to figure out the electronics and mechanics of rotating the hand and lighting the palm crystal. I've set it aside while I deal with other time consumptive things happening.

For a project that takes less concentration, I have found a similar project. There is a scene in the film in which two of the main characters are standing in front of a lighted wall mural. The mural is of the same design aesthetic as is the Arcade Hand, but all I need to worry about is internal lighting.

Here are some screen captures of the mural:

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Forgot a step: I created the mural in Adobe Illustrator before I sent it into 3D. In the 3D software I was able to move the points to more accurate positions. Here are a couple iterations of
LR Mural 1.jpg
LR Mural 2.jpg
the Illustrator version.
 
Some renders of two ways I might take the model. The original, while pretty flat, protruded from the wall. However, since what I'm thinking will be a smaller version, I thought I would try a version that is depressed into the surface. Here are some renders of both.


mural innie white v01.jpg
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mural innie white v02.jpg
mural outie white v01.jpg
mural outie white v02.jpg
mural outie v03.jpg
mural outie v01.jpg
 
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