3D Workshop: Digital Anatomy Sculpture 1! The human hand - With Simon Roth

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  04 April 2006
Smile

Simo,

Perhaps you could show some step by step screen shots and explanation of how you got to this point, and maybe some tool pointers for beginners.

Cheers,

~Rebeccak
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  04 April 2006
I'm just uploading a flash video tutorial of how I got to that point.
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  04 April 2006
Smile

Awesome! Thanks!
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  04 April 2006
Hey Simon,

Cool you got into the NCCA. They are currently building all brand spanking new labs for our course next year with swish new little bars and cafes. Unfortunately, am in my final year so will be missing out on that

Anyway... back to the workshop.

Have you made the base mesh in Maya first or did you build it from scratch in zBrush?

I'm no expert on anatomy but the proportions of the hand look to be a bit off. Most noticeably the thumb is too high up, which kind of makes it look a bit like a monkeys foot. If you look at the distance between the start of the forefinger and the start of the thumb, its generally a lot longer than in your model.

The palm is quite bloated at the bottom, while there is more muscle mass there, it doesnt come so far in the middle bit of the bottom (if that makes sense). The little finger seems like it could be a touch too long, normally it will end about the second crease of the ring finger is. I think it looks worse than it is because of the large distance between the two creases in the little finger.

I know you've just started so there's no point being too nitpicky, but the last thing i've noticed is that the fingers seem pretty fat at the bottom -there is adefined crease between the fingers and palm, but on a hand with the fingers straight up there is barely any crease at all.

Just my thoughts from looking at my own hand Very busy with project work at the mo but really want to try out modelling my own hand and get some zBrush practice at some point. Will be good to learn some useful tips from this thread before i start my own.


 
  04 April 2006
Hey Ali

Thanks for those crits,

The hand is (or was meant to be) slightly tensed (clawed, like you are holding something), but the screenshot has no shadow so it impossible to really see the curves in the fingers which perhaps need to be reinforced (as they appear too straight). The little finger is bad and just goes to show what happens if you rush.. . It isnt as curved as it should be and as you said the creases are way too far apart.

Thanks for the input. When these uploads stop failing I'll build one a bit slower and get it right this time!

Si
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Last edited by 99sproth : 04 April 2006 at 07:49 PM.
 
  04 April 2006
Is your model done entirely in Zbrush?
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  04 April 2006
Originally Posted by CENOBITE: Is your model done entirely in Zbrush?


It started off as a few simple cubes in lightwave. Then got the z-brush treatment.


Hmm the tutorial came out at 30 meg as a swf..
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Last edited by 99sproth : 04 April 2006 at 09:53 PM.
 
  04 April 2006
Flash Video part one

Importing the model and understanding the basics of the interface.

play here


Notes: For navigation.

Press spacebar, click and drag to move your canvas around.

+ and - to Zoom I/O
0 to 100% zoom
ctrl 0 to Half sized AA zoom

E to scale
R for rotate
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Last edited by 99sproth : 04 April 2006 at 10:25 PM.
 
  04 April 2006
Thumbs up

Hey that's very cool Simo! Thanks!

You may want to update all (or select) Workshop Announcement threads as you post new material such as your video tuts.

Here are links to all the Announcements I posted:

General Discussion

Anatomy Forum Tutorial Ideas Thread

Autodesk 3D Max Forum

ZBrush Forum

Anatomy Forum Main Page

CGSociety General Discussions

Alias / Autodesk Maya Forum

Modeling Forum

Oops, looks like we both posted ads in the two of the same forums. I can delete one or the other if you like.

EDIT: I'll leave them up, as I don't know which threads people may have subscribed to.

What I would do is to post to a select number of these threads text something along the lines of, "Subscribe to this thread to hear about updates including new video tutorial material". Make sure to bookmark the threads you've posted this message to. Then when you post an important set of updates to this Workshop thread, go back to each of those bookmarked threads and announce your update (only once). Once people become aware of this thread, they'll just subscribe here.

Cheers,

~Rebeccak
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Last edited by Rebeccak : 04 April 2006 at 10:13 PM.
 
  04 April 2006
Hehe got another 5 to edit together! Just to cover the basics of getting sculpting!


EDIT LMAO I didnt see we'd done that. Whoa.. I also didnt notice you'd posted so many! Thanks!

I best get those videos done quick!
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Last edited by 99sproth : 04 April 2006 at 10:09 PM.
 
  04 April 2006
Hey Simon.

So now, I'm thinking of how to go about this, and something sprung to mind:

Is it possible to take a mesh into Zbrush, sculpt it, then take a low sub-division back into my conventional 3d pagage and repose it, take it back into Zbursh and have the detail in the higher sub-divisions remain intact?

I have no Idea if this is possible, hw its done or if my question even makes sense.

anyway I would appreciate any help.

--David René.
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Anatomy Thread of Corvax.
 
  04 April 2006
Hi

You would be able to take the low subdivision model back to a 3d app but you would lose the higher levels of subdivision.

You could export the highly detailed mesh to your 3d app but a mesh of several million polys would kill most conventional apps.

An option would be to export the low res mesh with a displacement map to retain the details, and then detail it by painting that map.

..hope i'm making sense..

-Si
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  04 April 2006
Simon:

thanks for the quick reply .. nah exporting a displacement map was not what I had in mind .. I was thinking more of being able to modelling the general detail with the hand in a more uniform pose, and then reposing it and doing the more specific stuff in the final pose..

I'll browse around for a while and see if I can come up with something anything along those lines .. or I'm just gonna have to model the whole thing in the final pose.

--David René.
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Anatomy Thread of Corvax.
 
  04 April 2006
Originally Posted by Corvax: Hey Simon.

So now, I'm thinking of how to go about this, and something sprung to mind:

Is it possible to take a mesh into Zbrush, sculpt it, then take a low sub-division back into my conventional 3d pagage and repose it, take it back into Zbursh and have the detail in the higher sub-divisions remain intact?

I have no Idea if this is possible, hw its done or if my question even makes sense.

anyway I would appreciate any help.

--David René.


Actually this is possible, and a really useful feature of Zbrush. You can import any mesh at any subdivision level as long as the vertex count and order remains exactly the same. That's crucial. But it's so handy especially for people who are used to modelling in a conventional 3d app - say you get stuck in with some nice details in Zbrush, then sit back and realise your proportions are screwed, you can take the lowest res mesh out (just with the export option), adjust the proportions using the 3d app you are comfortable with, say using a lattice to modify things, take it back into ZBrush and your higher subdivision levels will be exactly the same, just offset to accomodate your new mesh.

If you need to model a hundred corrective blendshapes or something it's invaluble.

I can only speak for maya because it's what I use, but when you import go to import options and for "Create multiple objects" hit false. This will preserve your vertex order. Verrryyy imporrrtant when you have ZBrush in your pipeline i've shed so many tears over my vertex order getting changed...
 
  04 April 2006
Lord McGoat:

Ahh excellent.. so I'm pretty sure I can get the obj-exporting from Maya to work. Im more curious as to how it would work in Zbrush.. would I have my tool active an then go the sub-division I exported ad and then re-import it..? I'm a bit shaky on the Zbrush part- would you mind doing a really quick tutorial or pointing me to where I might learn more about this?

--David René.
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