As can be seen in the movie below, the 'studio lights' setup for these renders is quite simple...
<IFRAME height=616 src="http://www.pixologic.com/zbrush/zbrush4r2/tut-13-1024.html" frameBorder=0 width=1034></IFRAME>
To learn how to quickly assign polygroups to a muti-parts imported mesh, see the
MERGE SIMILAR movie in
here.
00:02 Import model.
00:05 Select MatCap™ Red Wax.
00:07 Set 'Cavity Transition' to zero.
00:08 Set 'Cavity Detection' to zero.
00:09 Press 'CopySH'.
00:10 Select material 'DoubleShade1'.
00:11 Select 'S2'.
00:12 Press 'PasteSH'.
00:13 Adjust basic values of Shader 0.
00:18 Selecting Shader 1, the MatCap shader which we are about to create with LightCap.
00:25 Set 'Render/RenderProperties/Details' to 3.
The above step is important when creating fine LightCap maps, especially when using detailed alpha-based lights. When using simple LightCap lights, a lower value will suffice.
This value represents the size of the maps that ZBrush creates: 1=512x512, 2=1024x1024, 3=2048x2048
00:28 Adding lights to LightCap. Each is assigned a square alpha and with H and V tiling.
00:30 Selecting the "Specular" mode to view the reflections generated by the added lights.
You may adjust the MatCap 'Cavity Transition' value to allow for more or less specularity.
-1=Diffuse only, 1=Specular Only, other values will produce a blend of the Diffuse and Specular maps (orbs).
01:07 Adjusting Shader 1 Mixer. Pressing 'Black'.
01:21 Setting 'Fresnel' to 95 and "F Exp" to 1.2.
01:23 Setting blend mode to 'Overlay'.
You may want to also experiment with other blend modes.
01:28 Activating 'Render/Render Properties/Smooth Normals' and 'Render/Render Properties/Transparent'. Adjusting "BPR Transparency" values.
You need to press the 'Tool/Display Properties/BPR Transparent' button for each subtool which you want to be rendered as transparent.
02:00 Adjusting 'Light/Distance'. This sets the relative distance of the lights which in turn controls the reflections.
02:17 A test BPR render.
02:25 Adjust Matcap shader 'Depth' value which controls the reflections.
02:28 Done!