Ken B
01-11-02, 09:31 PM
http://www2.zbrushcentral.com/zbc_uploads/user_image-1010813048ygz.jpg
The swirl smoke was accomplished through fog settings exclusively. By taking advantage of the fog texture and fog alpha slots (under Render/Modifiers/Fog) you can get some cool effects. In this case, the texture was a stock cloudy image that I added some slight color to.
An image specific fog alpha was painted by first arranging the objects on the canvas, then exporting the image (no fog turned on yet). In Photoshop, a simple alpha was painted using the exported image as an underlying layer guide. The dark areas allowed for the objects in the ZB document to be seen through the fog. This gave great control as to how much would be visible through the fog. Aside from a little highlight brushing, no post or non-ZB effects were used.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1010813180rnh.jpg
The fog texture and the fog alpha
The Materials pack posted recently has given us tons of textures to use. But it's fun to poke around in some of them and explore the settings. Although there is very little texturing in this image, the creature's skin used the Spherical Blend material. Under its S1 slots, there's a panel option for picking a texture map to wrap around the object. This can be any texture map. What's nice it that by assigning a texture with the material, you can quickly cover your model with a base texture, and you can turn on the color bump to add some depth. When painting your own textures to go in this slot, be sure to make them seamless. You can use the trick of loading the material into an unused slot, alter the settings, and paint with it to ad more variances. I was excited to stumble upon this! And there are many more to get under the hood of.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1010813267fmg.jpg
The Spherical Blend material altered with 2 different image maps put into the S1 slots. Color bump was turned up.
The swirl smoke was accomplished through fog settings exclusively. By taking advantage of the fog texture and fog alpha slots (under Render/Modifiers/Fog) you can get some cool effects. In this case, the texture was a stock cloudy image that I added some slight color to.
An image specific fog alpha was painted by first arranging the objects on the canvas, then exporting the image (no fog turned on yet). In Photoshop, a simple alpha was painted using the exported image as an underlying layer guide. The dark areas allowed for the objects in the ZB document to be seen through the fog. This gave great control as to how much would be visible through the fog. Aside from a little highlight brushing, no post or non-ZB effects were used.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1010813180rnh.jpg
The fog texture and the fog alpha
The Materials pack posted recently has given us tons of textures to use. But it's fun to poke around in some of them and explore the settings. Although there is very little texturing in this image, the creature's skin used the Spherical Blend material. Under its S1 slots, there's a panel option for picking a texture map to wrap around the object. This can be any texture map. What's nice it that by assigning a texture with the material, you can quickly cover your model with a base texture, and you can turn on the color bump to add some depth. When painting your own textures to go in this slot, be sure to make them seamless. You can use the trick of loading the material into an unused slot, alter the settings, and paint with it to ad more variances. I was excited to stumble upon this! And there are many more to get under the hood of.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1010813267fmg.jpg
The Spherical Blend material altered with 2 different image maps put into the S1 slots. Color bump was turned up.