Good day to you, fellow Zbrush artists!
I’m quite stoked to share with you my latest personal project:
Please make sure to watch through the whole video because that’s where the whole project is. All the following images are merely a bunch of working materials.
Thank you very much:rolleyes:
[youtubehd]QtSbrIupviQ&hd=1[/youtubehd]
I won’t be posting much screenshots for now because this work is not about static images at all and I really want everyone to check the video out.
It’s a real-time environment that does not use any dedicated RGB diffuse textures. I thought I saw an opportunity to improve the way we make our games technically, production-wise and maybe even visually to an extent so with this personal project I really pushed the idea of “procedural” materials. As much as I was working hard making a visual work of art I also pushed it to make a technological statement that says “we could do well without diffuse maps”.
Now I’ve composed a whole paper that describes the technology, the concept and the reasoning behind it: both technical and artistic. Please feel free to get it RIGHT HERE and if you have ideas on the subject I’m always up for chatting.) Now for those of you who ain’t gonna read it I thought I’d post a couple images from it here to give you the gist of it:
And now to the Zbrushy part! Now since my materials only used modified depth information as an input, my normals and heightmaps had to bear the biggest burden. I’ve tried every tool possible and zbrush blown every single one out of the water. So yeah, here you can check out the renders of my normal maps most of which were produced in ZBrush: