Here's a guy I'm working on.
I'm only at the beginning stages but
I'm trying to put it all together.
A high res displacement map from Zbrush will be rendered in 3dsmax.
I will make an ultra high bumpmap to add pores and such.
I will paint it in Projection master so it looks purty.
I am making fully anatomically correct eyes that will employ refraction like real eye material.
I'll put some hair in there for eyebrows and eyelids and head and such. Using Shag or something so it looks nice and is real 3d hair.
I'll render it in Mental Ray trying to use cool shaders and depth of field.
I'll rig it with a basic head rig and some blinking eyes. Probably leave the mouth shut though.
Then make a very basic clip of him looking around and blinking.
This is basically what it all boils down to. Can a guy put all these separate learning threads together to make a fully executed animation with a high res model? I'm on my way.
This render has a high res displacement map from zbrush.
I made the eyes and put some refraction in there with a photo of an iris.
I have started the skin painting in zbrush.
my bump map is begun but it is very remedial right now.
No hair yet.
I need to make the eye sockets deeper. The hole through the eyeball is revealing the back of the eyesocket right now so that's what that red stuff is in the left eyeball.
Any constructive criticism is welcome.
Thanks for your time.


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