Tuesday, 8 March 2011

starting the Zhand

today i started making the hand sculpt in zbrush. the idea is to create a realistic as possible hand to look at the skin detail creases, pours and texture to make a believable possible model. i don't expect this first model to be very durable when turning to animation and rigging but it will be a good exercise to see what to do and what not to do. 
at the first step i all ready found problems. sculpting a head from a sphere worked relatively well because there isn't much putrouding from the base mesh. a hand needs fingers and stretching the mesh out to make each one stretches the mesh to much so the quality becomes to low on fingers and too high on the palm. in an attempt to get to make it more equal all over i turned to Zspheres learning how they work to create a mesh was the first step here are some attempts>> 
The mesh this time created creases under the fingers and joined them together there was also a lot of triangles, triangles aren't god in a mesh. with a couple of playing around and searches on youtube i fount this technique where instead of joining the fingers to on "base" sphere to extend out the knuckles like a hammer head to achieve and equal "ish" mesh then pose it into place after-woulds.

after making this digital sculpt the next step is trying to work out how to animate it to split apart. ive been looking at some vimeo videos of seeds spliting there is a "making of" which caught my eye. they have rigged a mesh that opens up like a flower if i can translate the zbrush mesh into blender i might be able to start playing around with rigging and cutting the mesh to make an aniation of the skin opening up. the next step would be to make a paper modle of hand and test the animation options. Manifesto Fragments Part 1 (the final video)
ORVILLE | Making Of (making of popcorn seed)

if i can make a video in theory i can assign a frame to go to allocated to the decibels of sound within processing so zero db would be frame 1  and 100db would be frame 100 and because sound is in waves it should run smoothly without jumping about. and because its hard to create a constant sound the flickering may be played to my advantage and look like the skin is flowing ... or it could look glitchy  but we will see

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