ZBrushCentral

Jesse's Finished Models. Finally.

I wanted to test this to see how it will render. I got some tips on how to make metal in Maya. I need to work on it more. Here is where I am at.

armor_detail4.jpg

That’s some amazing stuff. I’m just starting out, but I hope I can be half as good as you.

Very nice work on the organic parts ! I feel though that all these delicate details and the rich materials you did on the armour were somehow lost cause of the extreme specularity/reflectivity of the metal surfaces.Imho the look you got on the initial armour (like this similar look on the tree) is really great, reminding me of an actual painted statuette look and feel.Ofcourse it’s up to your liking for the eventual look and style :wink:

Personally I don’t feel that your lighting/rendering does your modeling/texturing justice. The entire image looks washed out and blue, and you seem to have lost much of the detail in your ZBrush displacement. I’d like to see you continue to do more discplacement, lighting, and rendering tests. And by all means, post some of them.

Keep at it!

-Dustin

The reason the detail is so washed out is not because of Maya. It is because of the version of ZB I’m using. I never blame my tools, but when the 3.12 OSX version can’t generate a decent normal map I have issues with that. I started this armor in 3.12 so I can’t even load the model back to 3.1. I didn’t even realize zmapper and multi-displacement 3 weren’t there until I was ready for exporting. So I actually will have to wait for 3.5 before I can generate a good normal map, hopefully. If anyone is aware of a good work around for now please let me know. Here is an example of the terrible normal map I got out of ZB 3.12, pathetic.

I want my Zmapper back please.
waist1.jpg

if you still have Zbrush 3.1 you can export out your highest and lowest subDs as objs and then import them into 3.1 and generate the normals using Zmapper again. Just import lvl 1, subD to the same level as your highest, then import the highest. Then generate your nomrals. TADA. Kind of a pain, but at least you can get your normals.

make sure you save a morphtarget before you import the highest too.

Anyway, hope this helps.

www.xnormal.net. Run it in VMware or Bootcamp.
-K

Thanks Goast and Kerwin those are good suggestions. I think for now I’m going to go ahead and finish modeling and texturing the lower half before I do anymore Maya stuff. The reason I exported in the first place was just to see if I was moving in the right direction. So I did a rendering test. Maybe when I’m finished with the model in Zbrush, 3.5 may have been released, but I wouldn’t bet on it.

Today I decided I wanted to create another head sculpt to stay fresh with my new wacom tablet. I decided the goal was to use almost every single brush ZB has to offer by default. I decided a zombie head would be good for this. The design I was going for was he gouged eyeball look. I wanted it to be a mix of “Event Horizon” and “I Am Legend”. Here is where I’m at so far. I plan to finish the modeling tonight or tomorrow.

Edit: I wanted to put up different and better angles.

zombie1.jpg

Attachments

zombie2.jpg

Wow, the details on the head’s just insane… looking good :slight_smile:

Thanks Solid! Here is another update of the head. I’m finished modeling, now on to the texturing.

zombiefront_head.jpg

Very cool zombie! :+1:

Thanks cemond. I’m currently texturing.

Here is a late night update. Got to spend some time on this one today.

Edit: New pic different look. corrected some areas.

Hi Jesse! Really cool models on your thread man! :+1: ! The zombie is awesome -exquisite detail! Lucio Fulci would be proud! :+1: ! Lookin’ forward to the updates.

Zombie update. Spent more time on this one. Worked more on the fabric.

[Zombie_close.jpg](javascript:zb_insimg(‘136203’,‘Zombieboots.jpg’,1,0))

Attachments

zombies.jpg

zombie_hand.jpg

Zombieboots.jpg

Update. I textured the head as a test. Added some spec as well.

[jesse3d_gallery_zombie1_full.jpg](javascript:zb_insimg(‘136275’,‘jesse3d_gallery_zombie2_full.jpg’,1,0))

Attachments

jesse3d_gallery_zombie2_full.jpg

Amazingly gross and creepy! Lots of textures/tactile feel going on with the skin, eeewww…:+1:

Nice update on the zombie (especially the hand). My favorite, so far, has been the armor and the tree. Your texturing skills are impressive.

One thing that might help is maybe try making the neck a little longer or lower the shoulders a little bit. Either way, he’s coming along nicely and the detail is top notch.

Thanks for all the comments.

I have a question for some of you. I’m running out of ideas for accessories. Right now I’ve given him a knife since the image is of him after cutting out his eyes, so he will be holding his eyeballs too. I also stuck a Colt 45 side arm in the back of his pants. He has leg pockets on his pants now. He has utility pouches and a knife sheath hanging off the belt. Anything else you would see an ex-military zombie possessing other than brains?

Thanks everyone It’s coming along well, I can’t wait to texture this and have a final render, but slow and steady will win the race for this one. I have a lot of detail to consider when porting this over to Maya, and it will take a while since ZB 3.12 can’t export a decent normal map. Exporting this thing is going to be a nightmare and I’m not looking forward to it. This guy has 25 subtools.