ZBrushCentral

Armoured Saint

[FLESH.jpg](javascript:zb_insimg(‘39889’,‘FLESH.jpg’,1,0))

[[attach=39890]FLESH_tattoo.jpg[/attach]](javascript:zb_insimg(‘39890’,‘FLESH_tattoo.jpg’,1,0))

[[attach=39891]SSS_explanation1.jpg[/attach]](javascript:zb_insimg(‘39891’,‘SSS_explanation1.jpg’,1,0))

MAYA/ZBRUSHERS:
Been working hard over the last week coming up with a SSS skin shader from scratch. Here is were I am at so far.
I added the tattoo in Zbrush projection master and faded the look abit in Photoshop. Rendered in Maya with FinalRender.
I included some settings but there are lots more for the GI.
Let me know and I will post what you need.
It does not have that waxy look that Mr.Belec hates so much.
The pink colour can be softened, but this is the blood in the absorbtion layer.

Attachments

FLESH_tattoo.jpg

SSS_explanation1.jpg

[Anatomy_study1020.jpg](javascript:zb_insimg(‘39974’,‘Anatomy_study1020.jpg’,1,0))

Start of a new guy.
[](javascript:zb_insimg(‘39974’,‘Anatomy_study1020.jpg’,1,0))

A master at work!

Who or what is this going to be then? Is this part of the throned bloke and and pleading fella scene?

[uv_mapCHARACTER.jpg](javascript:zb_insimg(‘40033’,‘uv_mapCHARACTER.jpg’,1,0))

Angelstein:
Not true, but thank you anyway my friend.
No it’s a new guy for who knows what, I have been too busy to look at that kneeling piece again. Did this uv layout for the new guy afterwork. Going to texture him and do some SSS tests.
Thanks for the interest bro.

What is that bone / joint system you are using… i see that you have maya but never seen such bones in it before?

yes, please do tell us what rigging system that is!

Pixelsoul and Shandaman:
I was introduced to this by our resident expert on all things CG my bro Jason Belec. :smiley:

[color=Lime]Be nice and thank Jason on his thread, he is always the first to try and help or offer knowledge on apps to make our life easier. :+1:

Software is FinalRig by Radiant Square. Go buy a copy at their site, they are a small company and can use the support. The customer service blows but heh,…
Let me know if there is anything else you want to know, glad to help. :wink:

[uv_mapCHARACTER2.jpg](javascript:zb_insimg(‘40092’,‘uv_mapCHARACTER2.jpg’,1,0))

[[attach=40093]uv_map2.jpg[/attach]](javascript:zb_insimg(‘40093’,‘uv_map2.jpg’,1,0))

[[attach=40095]UvIMG_ZBRUSH.jpg[/attach]](javascript:zb_insimg(‘40095’,‘UvIMG_ZBRUSH.jpg’,1,0))

Redid the UV map again and found this map on line.
Map this to your shader colour channel and it will show how your UV’s are laid out…very useful.

Attachments

uv_map2.jpg

UvIMG_ZBRUSH.jpg

:smiley: That is same uv map from one of the gnomon dvd’s for the alien uv :+1:

thanks for the final rig info, but before I spend 250.00 I want to try a demo

[2.jpg](javascript:zb_insimg(‘40236’,‘2.jpg’,1,0))

Shandaman: I think they have a demo.

I tried there le version but it doesnt let you do anything just see the interface.

[3_1020.jpg](javascript:zb_insimg(‘40320’,‘3_1020.jpg’,1,0))

Update…

Nicely roughled looking trousers mate :wink:

Have you seen this recent post on a clothes extruder for Zbrush? http://www.pixolator.com/zbc/showthread.php?t=38073

It may not be such a big deal to those who are adept in other 3D apps, but for those of us who use Zbrush exclusively it could come in handy.

[[attach=40382]7.jpg[/attach]]7.jpg

Angelstein: Didn’t see that before your post, I think v2.5 is going to offer something similiar.
Added boots (no soles yet) and belt. Re-worked pants.
Think I will make him a STROGG mech from QUAKE 4, my design of course.

Wow, man, it’s great to see you’re still working on this thread. It’s been a while, but you’re keeping at it with ever improving work. I haven’t gone through everything yet, in fact I’m stuck on this page, as I’m really busy, but this model is looking fantastic. The only crit I could give would be the pants look ZBrushed. Other than that, which is my personal opinion, so you can take it or leave it, it looks great. :+1:small_orange_diamond:+1:

Hi Odhinn,

Nice to see the work in progress. Thanks for your comments regarding the displacement maps, it works great.

Still admire your skill of the atonomy which you’ve captured in your work with a great deal of detail. Perhaps you want to try 3DsMax9, which at this moment is capable to work with high detailled polygon models. They’ve speeded up the enigne, so ZBrush models with higher degree of details can be modified and used in Max better than ever before.

Keep on ZBrushing,

Mick

[8.jpg]

Replica:
We miss you around here bro, start posting again.
Really happy for y ou that you landed the Kaos gig. Very cool.
I’d like to post some work I am doing for “GIGER” but until it’s released I can’t. E-mail me so we can catch up.

Mike:
Thanks my friend, glad it helped you.
I will be glad when you are finished your GIGER work also.
People are going to be blown away by your book. We are both in the same boat I am afraid.
It’s too bad your not closer to Toronto bro, Les and I are hanging out with Celtic Frost for a few days.
Let me know what else you need, glad to help.

Here is an ambient occlusion test I did in Maya using Turtle v.3.

Giger eh? Nice one, not suprising with your talents though mate :wink: I’m a big fan of his works and lifestyle. But who isn’t, it is Giger after all, his work has permiated every facet of sci-fi, fantasy and even music culture :smiley:

Odhinn, and Les :wink:

Nice knowing you’re having a great time. Sometimes distances can have there difficulties, glad there’s something like the internet, it helps.
Very good muscular model you’re working on, can’t wait to see the textured version.

Thanks for your comments about the book, really enjoying working on it.
Keep well and see ya’ll later.

Mick