awesome work Jovian Planet-scape I looks awesome its looks like a stencil
Hi all, I'm responding to requests for a work-flow for my latest image (located on page 5). I've never done this before so here goes.
I guess the techniques that I used are pretty standard but a couple of key things helped make this image stand out.
ZBrush document layers is probably the most important concept, basically using about 5 layers max, I started dropping the different tools one by one then baking them into about three main depth layers, this is where the magic is, by using layers in this way the extreme depth was achieved with the fog enabled in the renderer, also taking the layers into Photoshop the depth was preserved and enhanced by the images and clouds rendered in Vue/Maya with Mental Ray, that workflow was surprisingly simple, I highly suggest investing the $ in Vue it is a fantastic tool, well worth the money.
While I rendered most of the clouds in Vue, I also used some stock photos of clouds and hand painted some of them as well, as for the lightning bolts I used stock photos and toasted them to suit my needs in PShop.
As far as using stock photos, I don't believe that it is cheating, because the amount of work that goes into toasting them is an art in itself and can save serious time, painting clouds is a serious task and I didn't want to spend months on the image, this image ran about 6 weeks, a long time, but that includes all of the sculpting as well
The ZBrush modeling was pretty standard I used Zsketch with unified skin for the "Heliosaur", this actually got me into some amount of trouble, because an error happened in the skinning preventing UV mapping and retopologizing, so this was a defining factor in the final image both with rendering and the decision to make the image Grey-scale, the show must go on!
I used traditional ZSheres for the "Bobble Bag" creatures, and was able to mess with the mesh then retopo by regenerating the mesh from the original ZShperes and use project all to recoup the details.
Of course I then posed the models with transpose (such a Godsend).
Well that's about it, there are a lot more details but any standard tutorial on PShop will enlighten further. Below is a diagram depicting the general workflow, also I posted some images throughout the process and a couple of sneak peeks to the next image.
bravo on the coloring and the leaf-floater
Wow, thanks for sharing.
so much to learn...
Thanks for all of the awesome comments.
I just found a project that I abandoned before ZB4 came out and now I can do some stuff that I hadn't thought possible, so I'm going to fall into that for my next image, It'll be a bit different from the Jovian series, but I'll be coming back to it.
Here's a very useful Human Mesh Primitive, enjoy!!
thanks alot jay. merry christmas.
thanks! there is one obj file in the zipped folder. it doesn't have subdivisions or polygroups.
@moonlitmaveric, there is only one obj in the rar file. It is UV mapped so that you can hit polygroups from UV map and viola, polygroups.
All you need to do is import the obj create a morph target and you can subdivide it up to 8x with 4gb of RAM.
I'm working on putting a link to a ZTool but I'm having size constraint issues with my host.
Enjoy and Merry Christmas!
thanks again! appreciated.