1. #1
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    Default ZBrush 4R2 Betatesting By: Marco Menco

    Big thanks to Pixologic for all the hard work to make this update amazing! it was a lot of fun to discover the new features and be part of the team.

    My name is Marco Menco and I work in the film industry as Creature Artist.
    Here is my new website in case you guys want to know more about me:
    marcomenco.com

    This is a character I've develop for my Siggraph2011 presentation at the Pixologic booth. I used the new rendering features and the layering system. I use ZBrush for most of the concept work that I do and this new render system is really boosting the speed of creation! I'm also working on a facial animation on this same character that I might post in the near future. In the mean time I hope you'll like the renders I did using ZBrush.





    this is the render straight from zbrush without post.
    Last edited by Inna-Marie; 09-21-11 at 05:12 PM.

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    Great work Marco!
    My portfolio | My Sketchbook |My Blog

    "The work will teach you how to do it. Just get going, every master was once a novice..."

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    awesome!
    beautiful work!

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    Hey Marco! You should post your videos of the morphing! Great stuff
    Marco "Splash" Plouffe - Digital Sculptor
    http://www.marcoplouffe.com

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    hey guys thanks! Marco, I wanted to but I was going to got for the rendered version that I'm doing with a friend of mine.
    ok I'm posting the WIP movies



    Last edited by Drummer; 09-22-11 at 03:50 PM.

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    Red face

    hey! my name is Marco too...
    the world is very little

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    lol nice to meet you Marco The Third

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    Default Stunning!

    BROTHA! Stunning as salways!!!!!!!!!
    Sergio Alessandro Servillo
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    Great work Marco, I really love the facial displacement test video!

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    very nice animation! is it all blendshapes in zbrush (for teh blue render) or is it animated after rigging?
    would love to see your process!

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    Nice facial animation! Very Cool!
    RageNrock
    "Can you imagine what I would do if I could do all I can?"
    Sun Tzu "The Art of War"

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    Hey guys, thanks for the feedback.

    I sculpted everything you see there in ZBrush and store every muscle deformation in zbrush layers (see attachment)
    So my layers would be called something like "zygoMajor", "risorious", "levatorLabiiSup", "depressorLabiiInf" and so on...
    Then I exported each of those layers in obj, picking the 4th subdivision on the 5s that I had so I could already see some of the details happening throughout the animation (before rendering).
    Once my library was ready I would also save 3 displacement maps:
    1. positive motion (pretty much all the shapes that would bring the face to move upwards)
    2. negative motion (the opposite muscles deformation)
    3. corrective and remaining shapes (shapes that were be meant to fix volumes and defects created by the movement of the others)

    Once I had all this ready, I went into maya and use a script we have here at Image Engine to detect all the differences between ovelapping target shapes
    and neutral pose. This tool would bake alpha maps that would be black on the UVs that were identical (between targets and neutral) and white on the moved UVs.
    These maps also were going to be connected to the blendShape nodes and used to reveal parts of the displacement maps created from ZBrush.

    The rig is a simple use of set driven keys, and I animated the controllers so that I could get more than one shape to react to each controller's position in space.
    The result is a more realistic flow of the deformations.

    I'm attaching some of the pages of my Siggraph presentation so you get an idea of my workflow in ZBrush. Hope this helps






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    Dude! This presentation is awesomely interesting!!!

    What did you use like facial muscle deformation reference? Did you use Artnatomy (http://www.artnatomia.net/uk/artnatomiaIng.html) or something else?

    Are you using the negative motion disp-maps a lot or you just generate it as a formality?

    How is the correction disp-map (the 3rd one) useful? I'm having difficulty understanding it's pupose.

    I saw someone baking to normal map a neutral face, put an expression on the face, baking another normal map and, with Photoshop, subtracting the expression face map with the neutral face map to create a normal map that can be use as a "additive map" to assist the facial rig. I guess your process is similar in a way right?
    Marco "Splash" Plouffe - Digital Sculptor
    http://www.marcoplouffe.com

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    thanks a lot for sharign this workflow, it answers some of the questions, but i think it also calls for a full Video tutorial haha
    woudl be interesting to know what are your references too ...so basicly you use a total of 3 blendshapes, and that tool to overlay only areas that actually have a difference ?
    sounds very interesting, do you really need that extra step?
    im very interested in testing somehting similar, but not sure how to approach it outside of zbrush (the setup, how those are linked to he bones etc...)
    A

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