Thank you so much guys! I'm not very happy with what I do these days.
Hey, this was a skeleton study I did previously, just wanted to render it all out. I wasn't going for much detail, just for myself to figure out how the bones are connected, and get a logical insight into the lumps that happen on the skin
Edit: New proportions, new material settings and shadow anc ao color variation (thanks michalis, it really does seem more believable). I didn't use the rim light for this one, just let the shader deal with it, cause it seems' to act really logical in corelation to the light - unless you put it behind the light ball that is. One light, one layer, straight from Zbrush, no ps-ing whatsoever. Added the window on the left for some extra shadows, made the glass transparent.
As for the material, here it is for download, but if you want to better understand why I composed it in this manner, I recommend Digital Tutors' rendering and materials in zbrush.
Looking good (might wanna adjust the length of the upper arms vs lower arm and upper leg vs lower leg a bit). btw, your online portfolio looks great
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I`m impressed -- you`re steadily improving!
I especially love the catterpillar. Great render!
Thanks for the tip!!! This saves me time and I have no need to move over to Photoshop..
My Blog: http://aaronkinzer.blogspot.com/
Yes I noticed this too, BTW try red=5 green=2 blue=0 for shadows and AO. A second pass RIM light always helps (a bluish one).First I rendered the colour pass with best renderer, THEN rendered with bpr and it read the best render underneath the shadows and ao.
Thanks Moni! Glad to see you're still with us
Hey Sazdum, no problem.
Hi Michalis! Yeah, I'm not sure whether it's intended to work like that, cause if you tried doing the best render and bpr separately and mixing them in ps you won't get the same result as blending directly in Zbrush, have you noticed that?
I'm not sure what you mean with RGB? Can you please explain?
Actually I added a white rim light on the right side (skeleton left). I used the basic 2 material, lowered the diffuse and ambiend values for it to zero, and placed one shadowless light behind the light sphere.
hey cherub, I was talking about the color of shadows and AO in BPR. There is one there lol. Use a warmer tone like the one I posted. Try it. By default shadows look to cold IMO. I've noticed that you already use a rim light. Exporting a separate render is much better. You may change levels there, you may desaturate and colorize this layer, you may use it as screen layer. Make it dramatic It works for me anyway.
once again cherub.