ZBrushCentral

Moria Orc

I decided to update and ehance this old (2000) model taking advantage of the fantastic Zbrush modelling and texturing tools to give him a more believable aspect.
so, here’s first the finished displaced model compared to the imported base mesh.
I’m now working on the Bump Map.

What do you think of it?

Attachments

ZBase.jpg

ZScreen01.jpg

ZScreen02.jpg

Hi Silmaeth,
I think it’s pretty neat. :+1: It needs a bit more work on the skin texture but so far, this guy is looking great.

Dizzy Boy

Thanks for the feedback, actually the skin texture will be mostly done by the following bump as you can see.
I tried to keep the subdivided mesh not to detailed less than 2M polys that’s why it’s not so much detailed at this level.

[![ZBump01.jpg|787x954](upload://72KS6anSXA0LPBBt7GP07eUG5u.jpeg)[](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27%27,%27ZBump02.jpg%27,1,0%29)

Attachments

ZBump02.jpg

Cool orc…:+1: I like the detailing you’ve added. He’ll look cool painted…:smiley:

Dickie

Hey Silmaeth,
The folds under his eyes are really organics. Its looking realy good… keep going, I want to see this guy with finished skin render :smiley:

Dizzy Boy

keep us updated im following this one :slight_smile:

This is one fine head model. It’s very well done and beautiful. Looks just like one in LOTR the movie.

Yong

Thanks for the comments guys.
Here’s the next update:

[![ZAll01.jpg|800x800](upload://mvhnixWjwwG07g1jqpzzCdTx6Hq.jpeg)]![ZMouth.jpg|800x800](upload://youD3cRAjLcOrky0AGYqzw3JxZL.jpeg)

I worked on the Color and Specular Map and also made a first Shader and Render test in Max with all the maps created in ZBrush, using the Brazil Skin Shader and the Displace modifier at level 3.
I think this guy needs additional work on the various Maps, before I can go on with the rear teeth, the tongue etc…

By the way, as I’ve also edited and cleaned the generated Displacement map in photoshop. I’d like to know if someone know if it’s possible to use this reworked map back into ZBrush to generate a displaced model (of the same head of course)???

thanks

Attachments

ZEye.jpg

congratulations man! awesome work!!!

Thats badazzz hey r u doing it according to the movie…? if so can I suggest something I mean its real good now but in the movie the orcs have like rotton skin like dark burnt I dunno GREAT MODELL!

geez man how many polys is that? even zoomed in I dont see a single poly. what kind machine do you have.

Anyone here know anything for optimizing ur computer for 3d…software wize…?

It can be reapplied in ZBrush. First, make sure that it’s still 16 bits in Photoshop (only Photoshop CS supports that color depth correctly), then export it as a PSD.

In ZBrush, load your head model and import the displacement map into the Alpha palette. Apply a texture to the model (even a blank one), turn off Quick 3D Edit, turn on Tool>Display Properties>DSmooth with a value of 1, and activate Tool>Displacement>Mode. Go to the highest subdivision level of the model (make sure that there are enough polys to support the details that will be applied via the displacement map), and set the Tool>Displacement>Intensity slider to a value that looks right on the model. When ready, press Tool>Displacement>ApplyDispMap and presto! The displacements will be converted to actual geometry, ready for you to continue sculpting the model. When done, you can create a new displacement map via the standard technique.

Enjoy!

I really love the painted texture version…He looks like he’s alive!!!

Yong

really nice !!

the skin is great, but I think you have used tto much “red” around the eyes and on the lips…
anyway this is a very good work…:sunglasses: :+1:

Hi Silmaeth
This is really great! The skin texture is really cool but as Drummer said, I think there is really too much red around the eyes and mouth that makes him look weird… :wink:

Dizzy Boy

Thanks a lot everybody, really apprieciate your comments, tips and kind words

Aztec...soljA: Actually yes, it's directly inspired from the LOTR Movie.I think I guess what you mean when you talk about burnt/rotten skin look, but I think you're more refering to the Uruk Hai/Isengard Orcs i.e (Lurtz...) So you can see, here's one of the reference photo I used:[[[attach=14441]numorc1.jpg[/attach]](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27%27,%27numorc1.jpg%27,1,0%29)](javascript:zb_insimg('14441','numorc1.jpg',1,0))


IllustrateLife:
Well I Have really regular machine (3ghz athlon cpu). I set a level 3 render meshsmooth (not in the Viewport) below my displace modifier.This makes a total of about 300 000 polys for the head mesh.
But to get the same level of of detail than in my highest subD level in Zbrush, I had to set a level 4 Meshsmooth. but unfortunately this causes Max to crash.
I have to wait for the version 2 of Brazil that seems to have an even better displacement management than Vray at this time.

aurick:
Thanks a lot for the tip, man! I tried it and it worked out pretty well. This is even better for the workflow between appz.
Just a last question, what is the purpose of applying a blank texture to the model ?

Drummer/DizzyBoy: The bright red around the mouth and eyes aren’t in the color texture but actually due to the SSS effect caused by the bright eyeballs and teeth appearing through the skin. I fixed this by creating thickness to the eyelids and pushing out some vertices of the lips that was penetrating with the teeth.
Look at the following rendering, the right eyelids has thickness while the left one hasn’t
[[attach=14439]ZSSS.jpg[/attach]]ZSSS.jpg
[ZSSSColor.jpg]

Attachments

numorc1.jpg

even though it is a close reproduction, i like yours better, except for the nose,
i think it looks cooler on the original, other than that, great job, keeeep it up :smiley:

All right, this is even better. You are rendering in Max is that right?

DizzyBoy