1. #1

    Default ZBrush 4R2 Beta Testing By: Bobby Bath

    I had some time to work with Pixologic's new Zbrush 4 R2, fantastic fun! I really enjoyed using the new Dynamesh function, along with improved Noise Maker & the big rendering enhancements.


    I didn't play too much with the HDRI, but dabbled mainly in the Lightcap & Matcap functions. I created two creatures due to time constraints, but R2's Dynamesh really sped things up since I didn't have to worry about topology

    I tried to have fun with rendering the first creature, and went for a Vray type grayscale render for the second. All the images are started from a single simple sphere & rendered / post done entirely in Zbrush 4 R2's BPR Filters. Well, here they are, enjoy !













    I look forward to using many of the other features embedded within R2, The new curve brushes will really be loads of fun. Also, used the wax modifier quite a bit!

    Thanx,
    bobby
    Last edited by darkvir; 09-20-11 at 11:05 PM.

  2. #2
    Senior Member User Gallery
    Join Date
    Jul 2009
    Location
    Athinai
    Age
    57
    Posts
    2,846

    Default

    Beautiful sculpting.
    Renders are great.

  3. #3
    Senior Member User Gallery
    Join Date
    Dec 2006
    Age
    33
    Posts
    1,505

    Default

    impressive..
    Portfolio

    ..Now available for freelance..

  4. #4
    Senior Member User Gallery
    Join Date
    Mar 2011
    Posts
    291

    Default

    Very nice darkvir.
    Could you anwser some questions?
    - how in performance od dyna mesh>
    - what wax modifier do?
    - what is new in noise generator?
    Thanks. And again great sculpt

  5. #5

    Default

    > michalis & brett: thx guys!

    >Jose: performance on dynamesh has been quite good, I did all my sculpting on a 2 year old Macbook Pro.
    - Wax modifier is a material attribute that.. well, makes things ''waxy'' It has a number of controls for a warm or cold look to it. The great thing is, you can sculpt with it on, it has a live preview setting.
    - The noise generator has much more controls & options this time around, they all work really well with dynamesh.

  6. #6
    Senior Member User Gallery
    Join Date
    Oct 2005
    Location
    Delaware
    Age
    29
    Posts
    2,126

    Default

    How did you set up the clay renders? I'm not having much success with the lightcap. Could be the material too.

  7. #7

    Default

    Quote Originally Posted by womball View Post
    How did you set up the clay renders? I'm not having much success with the lightcap. Could be the material too.
    Hey womball,

    I approached the clay renders with mainly a light cap and material setup. I just had a single light in the scene. I then used the light cap to create a couple of lights that would light the model without too much specular. I then went to the Material palette and tuned the specular & ambient sliders along with trying some different specular curves. I also applied a wax modifier and gave it a cool temperature (adding the wax helps disperse the specular, which is impt to get that clay look). Finally, I went back and forth between the light cap lights and material palette.

    Not too complicated, here's a screen shot of an image I saved while beta sculpting.


  8. #8
    Member User Gallery
    Join Date
    Nov 2009
    Posts
    85

    Default

    I really like the clay renders, but the stylised render at the top of the page is the most interesting shot. Can you say anything about your setup for this one?

  9. #9

    Default

    Quote Originally Posted by yusefkerr View Post
    I really like the clay renders, but the stylised render at the top of the page is the most interesting shot. Can you say anything about your setup for this one?
    Sure yusefkerr > I tried to have a bit of fun with the top render. The setup was all Lightcap. I created a light that lit the model from the almost dead on, then added a reddish bounce light. The fresnel look is just positioning a blue light behind the model. I also had a low setting for wax as well.

    I've attached a screen shot of my working file, the arrow points to the lighting on the basic material. Hope that helps.


  10. #10
    Senior Member User Gallery
    Join Date
    Sep 2011
    Location
    Sandpoint, Idaho. USA
    Posts
    121

    Default

    Wicked sculpting! I like em.
    RageNrock
    "Can you imagine what I would do if I could do all I can?"
    Sun Tzu "The Art of War"

  11. #11
    New Member User Gallery
    Join Date
    Sep 2011
    Location
    Stanford, KY
    Posts
    5

    Thumbs up

    Great Work! Thanks for the breakdown!

  12. #12

    Default

    RageNrock & benjaminsmith > Thanks guys , I wish I could share my Mats and Lightcaps... I just forgot to save them. I'll recreate them and share when I get some time!

  13. #13
    Member User Gallery
    Join Date
    Nov 2010
    Posts
    36

    Default

    I really love the clay feel. I tried to create a shader similar to this last night, but it didn't go so well. Could you go into a bit more detail about the lighting and material setup?
    My results are either too dark or too washed out :X

  14. #14

    Default

    @ Alon.Tako > Thanks! It took me some tinkering around, I've had a super busy schedule at work recently, but I'll get around to recreating the shader/lightcap setup shortly (I wish I had just saved the blasted thing the first time!) A key thing to play with is the under the 'Material Modifier', I played around with the spec curves quite a bit. But once I recreate the shader, I'll share it here
    Last edited by darkvir; 10-09-11 at 08:26 AM.

  15. #15
    Member User Gallery
    Join Date
    Nov 2010
    Posts
    36

    Default

    That'd be awesome Can't wait.

    I'll get to my sculpting session later today and give it another shot. Hope I have better luck.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •