ZBrushCentral

Alien Pilot

and another shot - with the matcap gray

alien_pilot09.jpg

really awesome alien pilot. Keep up the good work.

now the begginings of the colourizing - did a mask by cavity then fill object colour - a very quick way of getting a texture on a model

alien_pilot10.jpg

btw thanks for kind words seavannah :smiley:

here is a closeup

[attach=69669]alien_pilot11.jpg[/attach]

Attachments

alien_pilot11.jpg

another quick question - is there a way of having a seperate material on each subtool while editing?? this would be awesome if you could

Looking great. Cool character. I think you can. Should be a tut somewhere on this site…hmmm.

ah! http://www.zbrush.info/docs/index.php/Materials_and_SubTools

Hope that helps…

Woohoo - thanks a million Brett - will try this now - thanks:) . btw love your aquatic guy character reminds me of one of the dark stalker game characters.

Done some polypainting and further details - thanks for the tool tip stuff worked a treat[attach=69692]alien_pilot15b.jpg[/attach]

Attachments

alien_pilot15b.jpg

and the whole thing - going to concentrate on the eye area and eyeballs now

alien_pilot15a.jpg

awesome work man!!

That looks very good.

What is different between polypaint and texture painting? Is there still UV mapping when you polypaint?

I like it…! :+1: :sunglasses:

Many thanks Moris - glad you like it.

thanks piz

mustan9 - poly painting is painting the actual pixols of the mesh, I think of it like very high poly res gouraud shading - and the plus side of this is that you dont need u.v’s. this is great for trying stuff quickly with out the need to go through an unwrap which can sometimes take as long as modelling the object its self.

to activate go into the tools>texture sub menu and click colorize - this activate poly painting.

another small update - added an eye material and tweaked the eyelids a little.

going to move onto and finish up the suit and should be done.

thanks for everyones input so far :+1:
alien_pilot17.jpg

Do you think to render him in Z or Maya? :wink:

Piz Ive had limited success rendering out displacement maps in Maya, when I get some time Im going to go through the zb>maya rendering stuff.

if any of you guys out know of any decent tuorials I would be most grateful - thanks again

Nice modelling and texturing. I love the colours.

What I do with using 32bit displacement maps in maya/mental ray is convert the poly model to Subd. Attach the disp map to the Displacement Mat in the Shading Group Attributes section of the ShadingEngine node of the material. In the file node for the disp map set the Alpha Gain to 2 and the Alpha Offset to -1. I’ve been told that it’s best to use the Approximation Editor on the polygon model but I’ve had limited success with that and displacement maps.

Great looking work!

mxhaunted - thanks good concise tips - will give this a go thanks mate

dlb thanks mate