I like very much your "feminine" interpretation of the Cyclop and, of course, I think your interpretation of the draw of Croops with the two hotties devilgirls is superb!
Also you did a great work on the Crow!
I stay tuned!
Yes, you are right, the crow is not stand up to the previous post...
I think there is some issue on the legs posture and on the lower part of the raincoat... but you have chosen a really difficult pose!
nevertheless you have done a really good work on the higher part of the model: here the image is Beautiful.
And, of course, I can understand your anxiety... and I can't wait to see one of these gals zBrushed!
yeah the leg part isn't that bad, in fact that's why i was upset... it looks distorted and that's because i was randomly tweaking zbrushes perspective focal button and was just really not diggin it at all. So not only is it distorted, light sucks, and textures could be better, but it was rushed...but thanks for the reply...and yes I am very excited to get working on that brazilian dancer...I'm concepting now and collecting as many pictures as i can for reference...
really nice man!
thanks dude, did you get my email on that zbrush go thing?
Great sketch book, keep it up
New Sketchbook! (with a new free skull on page 1!)
So I start off by getting as much detail as I can out of my sculpting. Then poly painting on my model I get all the right colors through layering and photograph reference. This isn't important for this type of presentation because photoshop can be the source in beautifying your model with the color part with layers and photoshop tricks, but I have to mention it because professionally good textures are a must. You must also have good UVs though. This is a rule to myself and regular work guidelines to games and films, but you can use Zbrush's UVs if you want. I enjoy keeping my models relevant for any project so I've forced myself to always do it. I also keep my eye on my topology, but again for the sake of this tutorial, you can just have fun and sculpt, paint, and present.
This is the pass technique, and the results are quick and very effective in it's results. Here are the passes in order from top to bottom beginning from the left:
1. Beauty Pass = Generally the model with textures, good lighting, and shader applied.
2. Gorilla Shader Pass = Sometimes I'll throw out certain shaders because the creature, human, object, etc. may get a good result from that shader's properties, but it's something that you will find out later from trial and error so it's a good thumb of rule to export as many passes as you can. I posted the ones I used for this piece, but 25% of the passes I do generally don't get used. Be smart about how you apply things and use your passes, don't over do it or else things get out of hand quickly and frustrating.
3. Light Pass (Main Lght) = Basic Shader in Zbrush with the light adjusted the way you want the model illuminated. Most people use the three light setup( Main light, Fill light, and Rim Light). If you are an expert in lighting you can probably export more exact lights, but generally I've worked with about three lights and gotten pretty good results. I also will export a normal map because you can control lighting to the rgb channels in photoshop.
4. Fill Light Pass= light pass to fill in the really dark areas. Shadows aren't one 100% black unless you are a cartoon. Light bounce off things, and in any event, things look cool when things aren't so harsh and contrasting. If that's your purpose though then make it work, but export proper lighting it helps your model.
5 thru 7 are just variations of Rim Lights= Rim Lights are back lights that are usually brighter than most other lights and it helps bring out your characters. Sometimes they are also EFFFIN cool! Basic Shader with no specularity and picking black as your main color. Then in the light tab tweak the specularity.
8. RS Skin Shader = This is a cool shader and I've used it a lot for skin light surfaces, so even though my Uruk-Hai is black in skin tone, it helped bring out color that perhaps would have been hidden from all other skin tone shaders that are dark colors.
9 and 10 are Spec Passes = Spec pass is achieved by tweaking one of the standard materials (Not MatCap) that have specularity and changing the color to black.
11. Flat Color = Flat color is the colors on your model with all shadows off. a quick way to get it this pass is to go to the Render menu and switch from Preview to Flat.
12. Alpha Pass: An important pass, This will allow you to composite your final piece onto a cool background, and it serves other purposes for controlling layers in photoshop. Very handy, so don't forget it.
This is the grunge layer. This layer is simply different elements that could have been painted in Zbrush or even sculpted, but you get sometimes a clear or better effect in photoshop with photographs. You can take either way, but be flexible and resourceful with what you want to do. Have a clear idea, and remember balance is key, don't over do it or under do it. It's easy to frustrate yourself as an artist give up on a project and not finish it.
Finally for an extra added effect I duplicated my final comp and Gaussian blurred my image enough to blur out all details but not completely blur things out. I overlay this image over my original and drop the opacity. This gave my final image this kind of bloom effect. You can play with other ideas as well. Thanks for tuning in!
So I've been busy with work and need to add all the rest of my stuff up here. I started working on this new model on friday, and it's been progressing well. It's Shao Kahn from mortal kombat, and I'm adding my take on it. I'm still in the working out stages with the armor. I'm mixing both gladiator and samurai cultures, and it's been working nicely. This by no means is done though, things still look too clean and I need to give the overall model several passes. I intend to make it a game model in the end. Afterall, it's based off a videogame . Enjoy!