ZBrushCentral

A couple of timelapses and a (future) Pixie

Looking through your thread, I would have to agree that your modeling skills have greatly improved. I think this last piece is the biggest leap and really shows your talent, great job!

Thats a brilliant piece,and thanks for the breakdown on how you put it all together.Thats exactly how i do it ha ha…cal:+1:

@DMan: Thank You!
@OctoBoom: I’m happy that an improuvement is visible! I will search to keep it up even if the time is not ever my friend! Thank You!
@Aberrant: In fact this is my entry for a mini-contest based on modeling the head of a creature from the movies… and my theme was the head of “Mars Attacks!”'s Alien :D. Thank you for subscribing and for the kind words!

@calum5ZB: Sorry! We were posting at the same time! I like very much your works, I was really amazed when i saw your undead dragon! Thank you for your message :)!

Great work and thx for sharing your composition progress.
The martian reminds me on the great movie Mars Attacks :smiley:

Yeah those vids were super helpful! Thanks for not putting music to it. 99% of the time i end up turning the volume down cause its such awful music. Please post as many vids as your comp can handle!

Great work, I love it!

guti thanks man this is awesome. you couldnt have been more helpful. i absolutely love the diagram. really appreciate the effort.:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:D

AKK ak YAK aKK! AKKYACKACK!!! :+1: :+1: :slight_smile:

Guti you rulez guy !!!
Love your entry, your vids and the compo explanation!!! :+1: :+1: :+1:

MDGeist & DAnconia: Thanks! I’m happy that You have founded the videos interestings!

Dustinbrown: Thanks very much Dustin!

LeoAMD: Thanks! The diagram was usefull even for me… at least one time I’ve written my procedures!

Skullbeast: I’ve founded a Martian translator… wait a moment… Oh! Wow you are in peace my friends :lol:!
I would say only one thing: Ya Cthulhu, ya Cthulhu ftagn! Ia Shub Niggurath! Cthulhu ftagn!.. I love your Lovecraftian sculpts!

fracture: Thank you very much, my friend! Now I’m waiting the result of the contest… when it is all finish I will post the final image with poly-paint and Photoshop post proc

@hockey14: I’ve modeled the head, the suit and the bug… but I don’t have modeled the body… in fact for the contest was required only the head.
For the final image (outside the competition) I made the texturing and the rendering and I thought it was not necessary to add the body to complete the scene.
If you are interested in the modeling part I have made a couple of videos during the contest:
THE MOSQUITO (simple “old” zSphere session)
THE SUIT (all modeled in zBrush)

Dang man that is awesome, and you are amazing ha. Hey i was wondering if you could present in a different way how you made that material. I really dont understand how you did that. No offence. So it would be really cool if you could explain how you did that in a different way. If you want

Ha dang cool stuff man.

Thanks Hockey14!
For the material explanatios no problem… the scheme is really a mess, I will try in the near future to make something clear!

hi Hockey14, here I am to explain more clearly how I got the render of the model…
I apologizes for my english and I ask you to be patient for it.

Only one thing before starting: When I made the image I have done the steps mentioned in a rather chaotic and random, trying to keep and tweak the steps that I liked. When I did the first graph I realized that probably follow all the steps one by one was longer and boring... So the following as not to be taken as a recipe but as an illustration of where I was brought by playing with photoshop layers. I hope that you can draw some benefit from it :) Here we start. [[attach=159852]LAYERS_EXPLAINED_000_BASE.jpg[/attach]]![LAYERS_EXPLAINED_000_BASE.jpg|600x301](upload://hvCl93wnfrrUNhVHy8tDxr9dVTz.jpeg) These are the three starting render. For the first (A) I used a material called "HARDSTYLE" by Grant Warwick. (This material is available in the [Matcap Library](http://www.pixologic.com/zbrush/downloadcenter/library/) under MATCAP EARTHTONES) For the second (B) I used a material called "SHINY DIRTY" by Michael Angelo Hernandez (this is under MATCAP SHINY) this material as a strong "Cavity" effect and I thinked it was perfect for my model! These render are simple preview without shadow. For the last I used a neutral material to catch only the shadow. For the shadows I used a larger value of Aperture and done a Best Render... it is most a "global illumination" than a "shadow" pass Ok! With these basic material I started playing to make other layers: [[attach=159887]LAYERS_EXPLAINED_001_DERIVED_corr.jpg[/attach]](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27159853%27,%27LAYERS_EXPLAINED_001_DERIVED.jpg%27,1,0%29) I merged the two material A and B using the overley layer operation to obtain a strong base (BoverA). I multiplied A by itself to enhance the reflections in it (AA) and done the same thing with B (BB). I colorized in blue the shadow (Cmod)... blue to contrast the red appeal of the base. Another round of waltzer for the last layer needed: [[attach=159854]LAYERS_EXPLAINED_002_DERIVED2.jpg[/attach]]![LAYERS_EXPLAINED_002_DERIVED2.jpg|612x596](upload://nN9KdbaJWM7CGNFPklFH0WCWcse.jpeg) To highlight even more the reflections I multiplied (AA) by (BB) obtaining a darker layer (AABB) to be used with something like "Linear dodge". From AABB I shifted the hue value (AABBmod), another time to contrast the red appeal of the base. And for the shadow I joined the with the old shadow with two time the Hard light to obtain something strange (SHL)... this camed out trying totally random, but I liked it. At last we have all the layer needed! To obtain the overall feeling we use (BoverA),(AA),(BB),(SHL) as illustrated. [[attach=159888]LAYERS_EXPLAINED_003_FINAL_corr.jpg[/attach]](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27159855%27,%27LAYERS_EXPLAINED_003_FINAL.jpg%27,1,0%29) This last image is to show how I did for the helmet. I used a render with the "HARDSTYLE", and a render with a gradient material (Helmet1). I used the gradient material as a transparency mask on the helmet to make another layer (Helmet2). I putted the two layers as Normal (with transparency) before the last "Shadow Highlight". [[attach=159891]LAYERS_EXPLAINED_004_FINAL2_corr.jpg[/attach]]![LAYERS_EXPLAINED_004_FINAL2_corr.jpg|786x708](upload://naeclmKmwUugIZmMXhu6bIIvmUg.jpeg) Ciao guti [[attach=159857]Thumb.jpg[/attach]]![Thumb.jpg|100x76](upload://e8gLA8avrsQZZiBTaPOpoLCyTol.jpeg)

Attachments

LAYERS_EXPLAINED_001_DERIVED_corr.jpg

LAYERS_EXPLAINED_003_FINAL_corr.jpg

dang man thanks and a lot very cool stuff. Thanks again
:eek:

that’s a really interesting material process you go through. thanks for detailing it out for us. :+1:

[]scaryHalloween.jpg[thumb.jpg](javascript:zb_insimg(‘164649’,‘thumb.jpg’,1,0))

[attach=164650]scaryHalloween.jpg[/attach]

[CharacterStripThumb.jpg]CharacterStrip.jpg

Cheers
guti

YEAH! Guti is back! You gonna sculpt over it or just want to complete the whole thing in zspheres?

Hi Danconia!
Thank You for your words :slight_smile:
…Really I dont know, for now the model is saved on my “test” folder and I think that I will use it as reference for other model in the near future.
In these days start a contest on the forum of the italian community of zBrush www.zBrushcentral.it, the main theme is “Anime 80/90” so I think I will post some progress of my work for the contest here.