Will keep on updating about it.
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.
This is not a major update but currently some problem as there in my machine so updating the old texturing tests... Already got some critics and i am working on that and would like to have more critics.. to bring out the best in it.. :)
Ahh altast i got the problem i am happy that i got it now, as it will create problem later . But bad thing is i have to go back to modelling again :(.... Below is the render test from which i came to know abt it...
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.