holy S*!:+ _-=\| !!!!!!
all hail a 3d masterpiece..... 'hooommmmmmm' (chant sound)
I love ZBrush
a superb picture, with a very "deep" humanity!... I love it!... bravo...
oh yes, marcel, my teacher, hi is jumpin 2 levels higher to artists-heavenOriginally Posted by marcel
'Everything is a dream - but so "real" ;-)'
--ZBrush is materialized artists dream-- (-Abyssis, Anno Domini 2004-)
AWESOME! Your model and texture is superb! A well deserved top row.
wow.. beautiful.. i can see more then just amazing 3d work from the picture... tutorial on how she's born would be greatly appreciated.
Here’s my workflow to achieve all those kind of heads.
First I collect a lot of high res refs I can find. I try to make a precise idea of the topology of the face, and its structure. I use a base mesh, I tweak for my convenience. Here, I add a ponytail; witch is invisible on this shoot unfortunately!
I put this low res head in zbrush to do a middle res model, with global proportion, but no real details. Once it done, I paint on it marks, for lips, eyebrows, big wrinkles, hairs, hears. I export this cheap map, and the middle to an external program to start texturing.
In photoshop, I open my marked map. I used the photo pieces to build a good diffuse map. Its important to remove most of the lightening information and environmental colors. Concentrate on hairs en eyebrows (as it was necessary I used zbrush to clean my texture seams). Once your texturing is finished, and fit well to your model, you can blur most of the skin details to let the shader play with light.
Back in zbrush, the fun begins. Always refer to your photos to sculpt your model as close from the original. It’s hard to create realistic skin detail, so the best way to do it is to match reality as much as possible. But of course, you have to put your own skin sculpting touch. As its an extremely detailed model (7 levels of details), the global details and big wrinkles are done in realtime, but all the fine details are done inprojection master.
Once you’r done with your sculpting, it’s time to setup the scene an materials. Drop all the elements you need (head, clothes, hat, eyes, hear rings etc…).
Paint your materials. Use an ertemly shini material for the eyes, with extreme concentration for the specular. For the skin, the shader is extremely simple (all comes from the light). Put few tinted specular (a bit orange), but put a very soft cavity shader, orange/brown. Let it play on diffuse and specular to simulate a map filtered specular.
It will fit perfectly to your sculpted wrinkles. The leeps material is the same than the skin, but with ahigher specular intensity.
Put a very low ambient, to let GI shadows play. For the lightening, I used a 3 light setup (one top right, top left, one below with few intensity). Use a 4 th lamp of radial type, coloured, to simulate the translucency. Play with curves to polish the result.
I had to tweak the rendering in photoshop to remove the strong greys shadows. Adjusting the ambient, and tint it in orange/brown may avoid this step…
Sébastien Legrain A.K.A Sebcesoir
Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!
( have been on the right track, great to have it confirmed)
Thanks for sharing, she looks great!
Wow .. thanks for the detailed workflow. Very kind of you to take the time to explain so much.
ONly one question !!
How did you do the clothes ?!?!?!?!
thank you much... keep up the good works.
Thanks for sharing your workflow. I am going to apply your techniques to a future model.
Your model's skin looks great even in extreme closeup.