It looks closer to zb bpr right?
Use it carefully, as an addition to other shaders.
Here's the blend file but you possibly don't need it. Basically demonstrating the vertexpainting dirt effect. (have a look in vertexpainting mode)
Last edited by michalis; 08-08-12 at 07:42 AM.
yes, it does... the previous render has a softer quality, less cg so to say. it always needs be considered what is the goal. good i learned now about the colorramp, i had not noticed it so far. thanks for the blend file, will look tonight into it, after work...
this work is nothing with zbrush, but all blender, however i like to post it here, for it is using the method michalis was suggesting (with the vertex paint) and since i am doing a "blender week" to be able to choose from both tools zbrush and blender for which fits best what i want achieve... so,,, here the result of the first 4 days in my "blender week"
Hey, that's a very nice portrait. Shoulders seem to be a little lower than expected?
You can take it right away into zbrush, Qremesh it, brake it to polygroups and UVmaster it.
Subdivide and do all the hi frequency details.
A blender>zb>blender sculpting isn't a bad idea at all. It's nice to start sculpting having a cycles preview + some preview materials.
yes, michalis, this is somehow the idea, to integrate blender and zbrush, and use of each the best part :-) right now, i am trying to "get my foot into the door" with blender, meaning i want try out as much as i possibly can what can be achieved in blender, and how it goes compared with zbrush... sculpting in blender, with the ability to go into edit mode is awesome, not possible in zbrush... however, zbrush handles high polycount much much more gracefully.. ,,, yes, her shoulders are lower than usual, (long neck) its a true portrait... :-)
that is my finishing project from "blender week" .. now i am ready to use both zbrush and blender together :-)
These last two pieces seem simpler and more accurate to me.
Now, start guessing when you sculpt in zbrush. What to see under a physically correct and accurate render engine.
But it's so lovely to sculpt in zbrush!
A tip? I noticed that when previewing some surface noise in zbrush I use to curve a little deeper, watching the shapes mostly. Not the details.
There're great artists in this forum (technically speaking, at least) who sculpt what they know. And they know it very well.
It seems that we're another kind of poor artists. We carve what we see. We're trying to capture the light. We're so morons that we don't even know that there's an outline around the mesh. Even worse, we don't see it.
Last edited by michalis; 08-24-12 at 02:45 AM.
thanks michalis,,, yes i think too the last portrait in particular is quite accurate, i was able to combine anatomical knowledge to what i see in the reference fotos, and model that, i never however let dictate anatomy knowledge what to sculpt, that is task of my feeling and seeing what happens while i sculpt only, to bring out what i want to show ... yes, i have a carving background, and that is my apporach to 3d... and, again yes, i am right now work on a portrait of a friend, that i modeled in zbrush and now try to bring to life in blender, using all what i learned on the last two blender projects. i am very exited about joining the strengths of zbrush with that of blender... we have wonderful tools to bring our visions to life :-)
thanks glenn :-) ... the reflection were easy in blender. i did same as you would do in real world fotography. i set up 2 lights and a camera to get the overall look i wanted.. then tweaked the positions of lights so that highlights fall where i want them. and, of course, the material is tweaked to give the reflection character i aimed for. the rest is the magic of cycles, the new blender render engine. (this is the main reason why i decided to learn blender, because of cycles...lol)
reading your post again, glenn, i realise you probably mean the "mirror image" of the sculpture ? this was done essentially by rendering the sculpture in that slightly different angle, and compose it with the brown backgound (layer=multiply with a low value) to get that. then the render of the sculpture was composed above that.
Last edited by kokoro; 08-28-12 at 11:43 PM.
this is a portrait of a very good friend of mine. modeled and textured in zbrush. hair is also done in zbrush. everything exported to blender, added there the accecories and rendered in cycles... the goal was to achieve a photorealistic portrait.
I really like this thread ... specially the last 2 woman heads are very appealing, i dont know what it is ... maybe i like that they are not "too" beautyful ... they look real ... interesting ... keep it up kokoro
hallo wolf ;-) ... yes, thats it. they are not too beautiful, since these sculptures are not "made up" beauties, but portraits of real women, and to me, reality has still the most beauty :-) and, thats why they look real. glad, this is appealing to you too
very convincing portrait.
Some more work around the mouth nose area ?
We should talk about hair export to blender. I need some help there.
I like the way you did the shirt. Some stretching still in UVs but it's very well done.
thanks michalis... yes, i know the upper lip area looks unusual, but i am here true to the original. he has quite some structures that not fall within the "norm", for example his ears are much further back the head than i ever have seen on another person. and, so is the upperlip area. i checked again, but my model shows what is true to the man.
about hair, i post that in blender forum, as its nothing to do with zbrush.
yes, the stretching of uvs, i made the mistake to model on the shirt after i had applied subsurf modifier and had uv's already nice. now the mesh is too dense to correct that, at least my machine cannot. i learn from it for later.