
On this first video, we'll explain to you how you can rely on the visual references for you to develop the hand sculpting exercise. We recommend you visit our pinterest board at - CG Markers -, on this network you'll find the information on a structured way, so it complements the content throughout the course.
This exercise will help you understand general aspects of the hand. It's a vey simple observation exercise which will allow you understand with clarity how the fingers are linked, how long they are next to each other, the angle they are st and what's the correct shape of the palm of the hand. This is fundamental for being able to develop de exercise of the sculpture to be consistent with the human anatomy modeling.
We'll identify the bones forming the hand and we'll learn the name of the bones for use to locate them with ease in the for the hand sculpting exercise
In this part, we'll take the creation of the base of the hand from a primitive shape. Creation of the base and palm of the hand.
Creation of a finger of the hand from a cylinder. Generation of the three main segments forming the finger.
Revision of the correct proportion of the finger and fingers location in relation to the base of hand.
Cloning of the index finger for generating the thumb. Recommendations for the thumb sculpting. Marking of the bones of the base of the hand
Detailed work fo the index finger of the hand. This will work as reference for copying the fingers except for the little finger. Generation of reliefs and bulges on the finger.
Details and folds on the areas where the phalanges join. Generation of the cuts for the denotation of the finger folds.
Details on the upper part of the finger. Details on the articulation of the phalanges. Process with the detail brushes for generating little wrinkles.
Creation of the nail. Characteristics of the shape of the nail to keep in mind. Border and curvature. Fold outstanding on the nail. Useful command for the nail's basic shape generation from the option of the mask.
Refining of the sculpture of the finger. Checking the details about proportion regarding the entire hand. Smoothing of the finger details. Revision of the general shape for adding little details to provide more realismo to the finger sculpting.
On this lesson we'll learn the process of copying the firnger of the hand, optimizing time.
We'll work over the base of the hand. brief revision on the hand anatomy for identifying the muscles and tendons, and how to apply them to our sculpting of the base of the hand.
Union of the parts modeled for composing the hand. The process must be done trying to keep the details of the hand.
Detail process and refining on the upper part of the hand: The extensor tendons.
Implementation of the final details lost or affected during the process. Cuts on the base of the fingers, located on the posterior part. Lines on the palm of the hand, Folds on the base of the little finger.
We share with you some support files for you to practice the hand sculpting.
Revision of a sculpted reference in Zbrush for understanding the general shape of the foot. Implemented methos for starting the process fo the foot sculpting.
Identification of the goup of bones conforming the foot from a 3d model in the software Zbrush.
We'll start the basic process for building the base of the foot from the simple exercise of blocks that we'll divide for keeping a controlled proportion of the shape of the foot. We can paint the blocks for differentiating the different proportions of the foot as a structured set that will let us work very quickly on the foot sculpting.
Creation of the shape of the base of the foot from a primitive mesh - cube -, which is cloned twice for generating a basic blocking. Revision of the sculpted model in Zbrush for understanding the use of the guides and proportions.
Definition of the cuts on the fingers. Revision of the visual references for the comprehension of the angle of the fingers and the existing distances among each one of them.
Process on the posetior part of the foot: The heel. How it joins the leg with the foot. Process on the bridge of the foot.
General details of the foot. We start suggesting the shapes with more detail, all the shapes outstanding on the foot; from the fingers up to the instep.
Use of different brushes for generating the detail and the split of the fingers. Revision of visual references for understanding the existing separation for the fingers and some other particular characteristics of toes. The general shape of the fingers will be suggested for moving on with a refining session.
Refining of the details of the finger. Revision of visual references for generating a better definition on the sculpting process. Sketching of the tendons of the foot. Process of the volume of the knuckles of the foot
Process on the superior muscles and refining of the tendons of the foot. Revision of visual references for understanding the volume, the shape and the direction of the muscles that are linked to the fingers.
Process on the nails of the feet. Set up of the area where the nail will be added. Masking technique for the creation of the nail.
Addition of minor details and irregularities of the foot. Cuts and little wrinkles on the fingers. Details on the ankle area. Revision of some visual references for analyzing details and imperfections on the posterior part of the foot. Quick techniques for the creation of veins of the feet.
Are you a student, professional or amateur and wish to become a digital artist? want to develop skills for the creation of 3d characters in the movies industry, Digital Animation and Videogames ?. If your answer is yes, this course is for you!
You’ll learn how to customize the interface in order to facilitate the your work flow with characters, you’ll use a bunch of tools that will let you have under control the shapes.
You’ll apply advanced techniques for optimizing your time and your work flow.
On each block of muscles I’ll explain to you how to generate the shape of each one of them, and how they join through tendons to the bones respectively.
Through 39 classes you’ll learn everything you need for modeling a character anatomically correct, you’ll meet muscle by muscle with its name and suggestions for applying this knowledge on your future projects.
The course covers the following topics:
Guides and proportions
Hand bones and foot bones.
Hand base and foot base
Fingers details
Nail modeling
Muscles and tendons
Compositing all the components
Tensor tendons
This knowledge will be part of your tools as a professional, will represent a differentiator against those who ignore the contribution that anatomy makes to a job, creating quality characters, no matter if it is realistic, cartoon, manga or whatever style you choose.
What are you waiting for?, sign up now!