wow, thank s for the replies and support.
khalavi - Thansk dude
Tomala - Hi buddy, I hope share more and specially, to learn more with you all
MIGUEL GRANADOS - Hi Miguel, thanks mate, hope to see you again here
alexleia - hey master, glad you’ve like it mate
BARON_3D - Thanks buddy
mradamw - Thnaks friend
P^T - thanks for the kinds of words
M_F_G - Valeu bicho!
Eidan - Thanks dude, I’ll be posting the video soon.
piz - Thnaks for the continuous support dude
mestela - The feature retopology is great dude. About the Pitt’s model I spent about 2 hours to retopoly it. Try a bit more and you’ll find the better way. Thanks!
Benjw703 - Thanks man!
DHARMAESTUDIO - Thanks mate, you’ve great works too.
SolidSnakexxx - hey buddy, really thanks mate
skulll_monster - Hey buddy, thansk for the comment, You’ve been made great stuffs too buddy.
MINI TUTORIAL______
I’d work on the textures and thought if was possible to use some map from zbrush to get a volume for the models.
Exist two kinds of normal map that we can to generate on zbrush, (if exist another, please let me know:p ) the first is the “tangent space normal” and the other is " world - space". The last one " W-S" is the guy.
After to generate that map, you just open on the PS and see the 'channel palette" you’ll see 3 channel, of course, RGB:D .
Get the green channel and use it as volume, You just need to change the color blend to multiply or overlay as well.
If you adjust the contrast and brigthness maybe you’ll be able to get a “fake Ambient Occlusion”
Please see it and let me know waht you all think