Here is one image from the SSS test which i am doing from a long time, trying to get it more closer to the original. The model and texture is by Lee Perry Smith of Infinite realities . Its a really great resource shared on net do check it out.
You can see the hires image over here also :).
Here is something which I am working on from some time with Joe Alter ,its still in progress but thought is good for sharing. LBrush is a plugin for Maya which really do magical stuff, I literally mean MAGIC . From the time I have started using it my mind is fully blown by its versatility in pipeline. The major module of it PSD (Pose Space Deformation) take care of every rigger bad dream which is the Ugly Deformation. The best part is all this thing which lbrush do can be done on a high subdivision level which mean you can sculpt even the detail like vein with full control over it, Lbrush handle these subdivision AWSUMLY. Do check the LBrush site for more detail on it I am kinda less in words to describe its AWSUMNESS :D.
Will keep on updating about it.
Here is the another work i started in the time my desktop was not working, will again start the progress on the realistic hand soon my desktop gets ready.
Regarding this work if you are thinking the entire work is done by me then sorry , this AwSum model is made by James Busby from Ten24 . I am gonna use his awsum model and texture for doing the facial rigging using Maya and Joe Alter new in-development plugin L-Brush. In the below image the material set up and render is done by me using Maya . Hope u all like it and will also get curious as I am and James is to see this face get rigged and animated. :)
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...
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.