HARDCORE MODELING!: THE DAVID: Body Part


#1

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)


#2

welcome mashru
i m followng ur work and wish that it to be a good hand!

gl


#3

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


#4

fx81,

Looking forward to your entry! Good luck!

Cheers, :slight_smile:

~Rebeccak


#5

hi Ali, welcome to my first ever thread :slight_smile:
hi Rasmus, thanks :slight_smile:
hi Rebecca, nice of you to drop by and thanks for the spotlight :bounce: . 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 :smiley:

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


#6

Nice, I really like your animated gif making of. Cant wait to see this after some work in zbrush.


#7

looks very promising :slight_smile:


#8

Hi fx 81,

Good start :thumbsup:.


#9

Originally posted by fx81: hi Rebecca, nice of you to drop by and thanks for the spotlight :bounce: . 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 :smiley:

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! :thumbsup:

Cheers, :slight_smile:

~Rebeccak


#10

hey fx81!

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

-r


#11

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.


#12

ok, here is the first zbrush update:

next, more zbrush scupting and tweaking final details.


#13

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!


#14

Ahh man, this really makes me want to start up my zbrush demo. Great work.


#15

hi thanks guys :slight_smile:
>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.


#16

Great work. Zbrush is at least faster than poly modeling.
Vey minor crits are that your ring and pinky fingers are bent more than the scupture and the head of the ulna ( I think - the arm bone that meets the base of the thumb) is more pronounced in the sculpture.


#17

That’s looking great!


#18

i’ll admire your eye for details and great topology. the veins looks very good.
love it.

-r


#19

aawwssoomm! good work! you have a lot of time to make it perfect :slight_smile:


#20

hithats nice
but i can c some problems at top of the fingers!
nice progress