ZBrushCentral

A Quantum Of CG

Hey guys,

Just as you expected from the thread title, it is about Bond, or to be more precise, a digital double of Daniel Craig as Bond. I started this privat project 5 month ago and because I have a full time job in the CG industry, its pretty hard to continue 3D stuff at home, especially for such a long time. So I worked here and there, few hours a week on the project. Nothing is finished yet, so all the renderings, models, textures etc. that you see here are still in progress. First I thought about only to post the final image in the following weeks or months, but now I think, maybe a WIP thread is quite interessting for some of you guys and for me, maybe it gives me motivation to speed up the progress and work on the project more continuously. Alright, here are some images with a little descriptions: Within the masked area, everything is CG. This is just a render and compositing test to verify that the CG parts are good enough (or not good enough) to be seamlessly integrated into a real plate. Everything else what is still photo is in progress, like the eyes and hair. some facts: basemesh modeled in C4d sculpting in zbrush texturing was done in bodypaint/C4d rendered in maya and mental ray and shake for compositing [[attach=142242]quantumofsolace-desert-035.jpg[/attach]]![quantumofsolace-desert-035.jpg|1084x753](upload://7Yzo5GILYROqZaLHDJnOtjQFog6.jpeg) [[attach=142249]bondcg01.jpg[/attach]]![bondcg01.jpg|1084x3160](upload://xvaYXTB6zpCfxn0yQWBML7XbEQ3.jpeg)

[[attach=142251]2.jpg[/attach]]2.jpg

The zbrush model 2 or 3 month ago, I will post the latest model later on: [[attach=142244]bondzb01x.jpg[/attach]]![bondzb01x.jpg|750x902](upload://1uxNf9am0eEUSLajjpP1cu0GYqc.jpeg) and here, one of the first skin tests in mental ray with the fastsss shader which I also used for the final skin but with a lot of tweaking. After I made test renderings with C4Ds Advanced Render and Vray I decided to work with Mental ray on this project. It`s not good looking, but it`s always nice to see the progress: [[attach=142245]bondmr01.jpg[/attach]]![bondmr01.jpg|1200x1292](upload://14gkN0VJbhMzVsKOWWJSJ0YZj2w.jpeg) the final skin in the first image is a result of 7 different passes which was put together in shake. lips close up [[attach=142246]lips.jpg[/attach]]![lips.jpg|489x289](upload://bIfEeMLRWXa0OLcgxKRa62Ar2wV.jpeg) Albedo texture one of the most important pass. I don`t use photo texture of daniel craig, the "thing" is to replicate human skin digitally, that works under any light conditions. A photo texture is always pre-scattered. So what I need is the unscattered source color of the skin without any light informations. The albedo texture is a combination of painting, procedural noise which was defined with vertex maps and photo extracted and painted skin impurities. [[attach=142247]bondalbedo-ear01.jpg[/attach]]![bondalbedo-ear01.jpg|610x656](upload://qRdd20JkefK5amufBAbExFifhIP.jpeg) [[attach=142248]bondalbedo01.jpg[/attach]]![bondalbedo01.jpg|1200x485](upload://1pz8JrbSD3DLIQEmIXVMwwrLMdv.jpeg) There is more to show, I will post the body, clothing stuff etc. later on! I will post more later! C&C welcome!

this is cool stuff, i cant wait to see more of it…

edit: nevermind,

awesome job jealous of your skills

Stunning work so far, cannot wait to see more

this is the best rendering!! very very amazing!!
:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

thanks guys!

and @ slice:

hahaa your edit was too late, I just put together quickly an image for you that shows what is cg and what is photo:

[comparison.jpg](javascript:zb_insimg(‘142267’,‘comparison.jpg’,1,0))

to make clear: this is only a test rendering for me to see how the skin shader/passes comp etc. works, it’s not final, the final bond will be in a completely different pose, light, outfit and environment.

That’s amazing! Where do you paint your albedo map?

ALso is the final going to have blood on him? The blood in the original looks pretty cool.

Wow! This is some really inspiring stuff. This will keep me motivated to look further into maya materials and rendering. :sunglasses:
It’s even frightening, how closely you managed to match the photo. :+1:

I just hope the hair will eventually turn out as good as the skin too :wink:

some of your proportions are off, lips and nose too large(just a tad), cheekbone needs more mass/inflation. also craig has strange ears that are more holey/papery. hope that helps looking good.

@ gamepat: thanks a lot and let us see your upcoming maya works!:wink:

@ womball: thanks! I use Cinema4D/Bodypaint to create the albedo texture. Actually it’s a combination of procedural noise which works great in C4d which was defined with painted vertex maps and “traditional” painting methods in Bodypaint. And yes, the final bond will definitely has blood on this face :smiley:

@ spacecowboy: thanks for the comment. There are still a lot to improve and I will let your critic flows in! :+1:

I have to better the ear and maybe some tweaks on the cheekbone, but the nose is pretty close to the reference, and in the latest model I made the lower lip even bigger, if you look at some Craig pics, the lower lip is pretty huge, the lips doesn’t end where the lip color changes.

un-freaking-believable. Stellar.

Wow you got any tips on making the Albedo texture, your is amazing ;D

All I can say is wow!

Great work, please show us how did you renderd and composed those passes.

thanks guys!

@ slocik: Well, I only can tell you how I did it. The albedo was painted in bodypaint and the painted texture was mixed with over a hundred of procedural noise layers, the intensity and the masks for specific areas were defined through vertex maps. @ montyband: well, the rendering and compositing part is and will be the most difficult part, definitely. The skin is a result of 7 passes which was rendered in maya. I would say its 50% rendering and 50% compositing. Sorry that there are no more detailed making of informations. When it's done and online, I will definitely make a breakdown or making of thread. quick update: here you see the final pose of Bond, don't look at the holes on the cloth :D there is a lot to fix, the retopology over the zbrush mesh is still in progress, so there are still many holes. [![bondpose.jpg|373x525](upload://iSIAMrEDHrkBEMSvIulpaRMhRbP.jpeg)](javascript:zb_insimg('142452','bondhose.jpg',1,0))

Attachments

clothproto2.jpg

bondhose.jpg

Cant wait to see it finished, have fun with it :slight_smile: