ZB real time lighting turntable unrendered AA half only !!![]()
ZB real time lighting turntable unrendered AA half only !!![]()
Last edited by Gary Komar; 08-25-12 at 09:15 PM.
Gary, I'm not knowledgeable enough about rendering and lighting in general for 3D, much less these feature in Zbrush, to understand what the above coments refer to. If you get a little time to elaborate it would be much appreciated. For instance, the three steps, are you doing that in the materials pallet and creating a new material that you then use on the fender? Or are you doing that in the texture pallet? Then I would imagine there is some special lighting tricks that have to be done to make it all work. Any light you could shed on this (pun intended) would help me get a direction to head in to start playing around. You may be aware that I tend to play around with vehicles in Zbrush some. This painting aspect would be great to understand better.
Ezra
Wow, I wish I could get renders like that. i have not figured out Light caps yet.
bkcarlson
Lightcap I've found isn't too tricky. The tricky part for me is not overdoing anything and getting a washed out look. With enough fine tuning, you can get some pretty snazzy results, but they aren't ever going to be immensely elaborate (I think).
"Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius — and a lot of courage to move in the opposite direction." -E.F. Schumacher
thnx guys and ezra watch this - the master- studio lights http://www.zbrushcentral.com/showthr...l=1#post900634 then download the image back
a couple pages i used for backdrop (warehouse with lights) and use
as alpha in the menues used in vid and as backround and mess with all those settings
pick a shiny dark mat and load ur model and play
learn that then on too trans![]()
Last edited by Gary Komar; 08-20-12 at 11:07 PM.
" crits n comments always welcome ! "
" modeling isnt about volume but the spaces between " -me 2013
Thanks Gary, I hadn't seen that before.
no prob EZRA52 lets see that cobra with a new paint job !!
" crits n comments always welcome ! "
" modeling isnt about volume but the spaces between " -me 2013
a little carbon fiber and how to fun ! thnx for watchin !!![]()
Last edited by Gary Komar; 08-26-12 at 10:49 PM.
im intrigued about the very sharp mask results(im not satisfied with mine!)
some advice apreciated
Thanks
thnx sure mario for you !sorry for slow reply ! i know your clever enough to figure this out - remember to hold the control key for mask options and replay last stroke - the higher the polys the better the mask![]()
Last edited by Gary Komar; 08-26-12 at 07:16 PM.
" crits n comments always welcome ! "
" modeling isnt about volume but the spaces between " -me 2013
wheelZ - Pixologic has taken the effort out of HS modeling but not the fun !!
![]()
Last edited by Gary Komar; 09-08-12 at 10:38 PM.
" crits n comments always welcome ! "
" modeling isnt about volume but the spaces between " -me 2013
What a great update!! ShadowBox Ninja!
You're doing awesome, awe-inspiring work here Gary!
Keep these golden nuggets coming. =)
Cheers,
~MAH~
thnx MTB !! this is not done with and i dont care for shadowbox or dynamesh ! i find you have more control with just the plane 3d and extracts give u select-able groups!![]()
Last edited by Gary Komar; 09-09-12 at 06:32 AM.
" crits n comments always welcome ! "
" modeling isnt about volume but the spaces between " -me 2013
I really like the simple, yet powerful gif tutorials! nice work.
sadicus ~ Vista x64 • nVidia GeForce 9800 GT • ZB4 •
...you do doodle, I do doodle too.
So does shadowbox but one of the amazing beauties of Z is there are many ways to get to where you need to be.
*edit*
I have to say, after playing with both methods, extracting from a plane seems a lot cleaner. Thanks again Gary.
Last edited by Mahlikus The Black; 09-09-12 at 01:03 PM.