HARDCORE MODELING!: THE DAVID: Body Part

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  04 April 2006
HARDCORE MODELING!: THE DAVID: Body Part

Latest Update Here:



Hi, I am entering the "Hardcore Modeling Challenge: The David" and I will be modeling a body part, the right hand of David. Earlier I was thinking of doing the bust but since time is an issue ill try to start the hand and hopefully finish it.

Here are some references I captured from the Scanview (thanks to the wonderful people at SCGL for making this publicly accessible)
Attached Images
File Type: jpg handsP.jpg (95.7 KB, 2032 views)
File Type: jpg handsA.jpg (86.6 KB, 1221 views)
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Last edited by fx81 : 05 May 2006 at 09:10 PM.
 
  04 April 2006
welcome mashru
i m followng ur work and wish that it to be a good hand!

gl
 
  04 April 2006
hey mashru!

wow, a pro entering, cool. looking forward to see what you'll come up with. loved all of your work, i've seen over at tweak.

-r
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  04 April 2006
Smile

fx81,

Looking forward to your entry! Good luck!

Cheers,

~Rebeccak
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Korpus School of Art + Gallery
Website:
www.korpus-la.com
Facebook Page | Blog
korpus.info@gmail.com
Downtown Los Angeles






 
  04 April 2006
hi Ali, welcome to my first ever thread
hi Rasmus, thanks
hi Rebecca, nice of you to drop by and thanks for the spotlight . you do a lot for this community and i think i am gonna start participating on the traditional anatomy after my graduation when i get some free time and hopefully contribute some more

ok, i started this mini-challenge a little late but i am doing only the hand, so i plan to make it as realistic and identical to the master piece as possible in the given time.

i planned my workflow to be something like this:

1. Create base mesh (all quads) in maya using polygons.
2. Adjust anatomy proportion in maya.
3. Export maya mesh to Zbrush and detail the model.
4. Bring back zbrush mid/high level mesh to maya.
5. Lit model and do final render.

here is what i did for Session 1:

* created a generic hand from 8-sided cylinder.
* made a simple rig for the hand.
* rigged hand and posed it.

hand creation process:


hand rig:


posed hand:



next, i adjust the proportions and anatomy in maya
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  04 April 2006
Nice, I really like your animated gif making of. Cant wait to see this after some work in zbrush.
 
  04 April 2006
looks very promising
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web:
www.staszekmarek.com
contact:
staszek@staszekmarek.com
 
  04 April 2006
Hi fx 81,

Good start .
 
  04 April 2006
Smile

Quote: Originally posted by fx81: hi Rebecca, nice of you to drop by and thanks for the spotlight . you do a lot for this community and i think i am gonna start participating on the traditional anatomy after my graduation when i get some free time and hopefully contribute some more

Hey, you're totally welcome! Thanks so much for the feedback! It's great to see artists with such talent, it looks like you're in full swing ~ will definitely be by to see your great progress!

Cheers,

~Rebeccak
__________________

Korpus School of Art + Gallery
Website:
www.korpus-la.com
Facebook Page | Blog
korpus.info@gmail.com
Downtown Los Angeles






 
  04 April 2006
hey fx81!

looks like you've signed up for some serious zbrushing, but i'm sure you'll pull it off.

-r
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  04 April 2006
a small update, adjusted overall proportions and some topology modification before i move on to zbrush sculpting.

session 2:

* frozen hand rig.
* created additional edge loops for creases and nails.
* adjusted proportions.
* created simple base for better presentation.





next i begin zbrush sculpting.
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  04 April 2006
ok, here is the first zbrush update:



next, more zbrush scupting and tweaking final details.
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  04 April 2006
Top notch work. The veins looks remarkable. I don't do much organic modeling myself, but zbrush seems like the perfect tool. Is it hard to work with?

Keep it up!
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101 women WIP
 
  04 April 2006
Ahh man, this really makes me want to start up my zbrush demo. Great work.
 
  04 April 2006
hi thanks guys
>Robert
well, zbrush is what i would say a digital sculptors dream come true(despite some workflow issues). the trick for a smooth surface flow in zbrush is to work you way up. ie. only go to higher sub-d level when you have used the current sub-d level to the fullest. it also helps to have a good topology in your base mesh to begin with otherwise you can end up with abnormal surface dents. it also helps if you practice your traditional drawing/sculpting side by side. because at the end zbrush is just painting in 3d and nothing else.
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