Here is the 4th update, I am checking that the topology is good enough for deforming the hand realistically or it will create some problem. This test helped alot as it made me familiar with LBrush and helped to find out the correction required in topology... Below is the test renders
No Muscle or any other kind of stuff used. Just normal Maya skinning and L-brush Magic
Was Working out on corrections which i got from CG Feedback but the span change for the wrist was really a hectic work ... Again take to maya change the span bring in ZB ,reproject the detail and den correct the part which are not projected correctly .. Then i thought to do a rig test to find out the more areas in hand where it needs more correction so i can do it once... Below is the test I have deleted the chest as thngs was gng rite dere...
Test is with normal binding and skinning and Lbrush. really Lbrush Helped Alot its fast easy and give WYSTYG result...
At Last finished Resurfacing the hand Mesh. This was really important as the topology will play a major part for the deformation. The resurfacing is done in maya... The Below Video by Nick Zuccarello helped alot. Resurfacing is the option available in Zbrush also but i am comfertable doing this type of stuff in Maya.. :D
During this process of resurfacing i came to know about one powerful software 3DCOAT its one really awsum software with the cool tools for re-topology. The software gives artist the freedom to creatively form the mesh with good edge flow over the sculpted mesh. Here is the resurfaced hand with sculpted details projected on it. Once my teacher shared a really good video of Jeff Unay and in that he said that there is no use of a straight forward edge flow when it cant help to get the desired deformation .
Hi ppl this Sudhir Verma ( Sidh) a 3D Artist. I have done my graduation in B.A Hons. 3D animation. My Area Of Interest are Concept Creation, Concept Art, Story Board, Sculpting, Rigging, Animation. Apart from this i love to sketch, photography and football.