ZBrushCentral

Goruk

Hey guys new to 3d so this is just a start…
Renderer: Mental ray
SSS
Bump/spec/Displace/Cavity maps.
Modeled in Maya, detailed in Zbrush, Textured in photoshop and rendered in Maya.
It was a very fast and ruff job in texturing him so… also still working on his eyes.
Any critiques would be very helpfull!

Goruk
[creature_edited_pic.jpg]

He’s cute and has a lot of personality :slight_smile:

I think he’d benefit from some variation in the skine tone, gradients seem to work well (broken up with natural patterns of course) to help define rough and smoother skin. Perhaps give that a try and as always finding good refs of anything you think would be related… in this context I’d suggest looking at broms paintings, as he has a great grasp on creating feasible variety in his flesh,

Hope that helps :+1:

thank you for your reply…
By varition of colour do you mean skin colour? I was just looking at your portfolio, I like the way you did the merg monster hunters textures, although I dont know how to go about creating such textures would be good if you could help out. Also you gota link for broms paintings?

too much SSS in the skin. On the arm it looks like the light is completely penetrating it.

http://members.xoom.alice.it/_XOOM/katrinchen/volume2/brom_helexa.jpg

This is a decent example. For Merg I painted the textures in photoshop :wink: but I want to experiment with poly paint in zbrush more… as I saw a great video a few years ago of Caroline Delen painting her goblin Grom.
Maybe do a search for that! :wink:

heres that link to that tutororial http://www.pixolator.com/zbc/showthread.php?p=224361#post224361

Oh yes i remeber this video…kinda dissapeared after zbrush 3.
Thank you its very useful, been working on ploy painting the creature… still trying to sort out his shader, using the fast skin in maya… any tips on what to do here? I am looking to go for this look here…but have no idea on what shader he used and how he abotained that look on his model.

hi there.

To get a wet look, render out a seperate spec and reflection pass. You should actually have two specs, one very broad and one that is tight. You can do this by editing your skin shader by changing the diffuse, epidermal, subdermal, and backscatter intensities all to 0 (so the shader is completely black). Then change one spec color to red and the other to green.

render out with your lights with a white color but with no shadows. Then take this into a compositing program such as Shake or Fusion and you can extract the red and green channels seperately from the spec image and then color correct them in whatever manner you please. You should use either the add or screen blending mode.

For the reflection pass, create an IBL node and find a nice HDR (nature/forest ones work well) and then assign a completely black blinn to your model with a very low and faint spec, but with high reflectivity. Render that out and comp it using add or screen blending mode.

Hope that helped!