ZBrushCentral

Giffvfx Sketchbook [Zbrush Sculpts, Texturing, Rendering, Pipeline, Shaders]

Hello Zbrush Central I’m GiffVFX a relatively new artist to zbrush having only used it briefly during a couple of projects here at the University. I’m primary a Look Development & Lighting artist but our short film team this year lacked a modeler so I will be overseeing the look development, lighting and modeling of our film.

In this sketchbook you will find various forms of research and development into the both the world of digital sculpting and the process of taking my models through a pipeline ready for production. Other packages you will see frequently used in conjunction with my Zbrush sculpts are AutoDesk Maya, Arnold Renderer & Mari. I will often provide wire-frames and turntable renders of models when needed.

I feel this would be a great place to catalog my thoughts and a great way to keep me actively working on new projects, I hope you enjoy my thread.

-GiffVFX

A speed sculpt I created from a dynamesh sphere, first sculpt in a long while which I used to test my Zbrush to Maya workflow. I did a quick retopo on the model using Qremesher and exported some mid level displacment and bump maps to add the details to the model.
The decimated model ran at 20k polys which I feel is still a little high. I’ve been looking at both 3dcoat and topogun for created my final topology ready for animation. Any reccomendations?

Would love some crits on the model, I also included a turntable render at the link below the image.

Rendered in Maya 2014 Using Arnold Renderer.

TURNTABLE RENDER - https://vimeo.com/99831892

Our short film includes some very rocky terrain so I decided to see what I was able to come up with last night. I started this from a dynamesh sphere but recon I’ll do my layout in maya for the next project as I imagine it will be easier to start that way and add details later.
I exported cavity, ao, displacement for this model and used both cavity and AO to build the diffuse map by colour remapping a ramp to transition from light grey to dark grey and then to red to give this heated lava feel. I also used these maps to create the bump and specular maps for the model. If anyone’s interested in seeing shader networks and texture sheets let me know and I can upload those.

Rendered in Maya 2014 Using Arnold Renderer.

Attachments

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Cool stuff…

I did a quick retopo on the model using Qremesher

If you really used Qremesher, you need to upgrade your Zbrush.
Zremesher in the latest version (4r6) is lightyears beyond Qremesher.

Thanks Thor, I just did some googling into Zremesher and it looks great! Will try to upgrade asap, by the looks of it I’ll be able to do all my retopo in Zbrush with that plugin. Thanks for the comment.