ZBrushCentral

Armoured Saint

[LesiviusBaranatia_1.jpg]

I don’t know that file or shader extension Jason? Appreciate the offer to help though.

Here is another Turtle3 Render. Adjusted the max ray offset to .07 and that cleaned up the sss artifacts from the displac and normal map. Head gear done in Maya everything else Zbrush.

*This image just got featured on CGsociety which I am happy about.
CGsociety Link

You don’t know .sl man? Oh I am so old. Any REYES renderer pretty much, like Renderman, Pixie, 3Delight, Aqsis, oh the list goes on. The .sl is universal, then you just run the quick compile on your platform. You have used Renderman if I remember correctly, just probably under Maya, sheeesh. Hehe, technically with a few tweaks they work under Gelato as well for hardware rendering with Nvidia - since the man is now present after the Pixar fiasco. Oh well, I’ll just slink back to the appropriate renderman api lists where I know I’ll get the appropriate pats on the back, and the complimentary, ‘there, there, it’s alright…’. :wink:

[New_GuyLowPoly.jpg](javascript:zb_insimg(‘38948’,‘New_GuyLowPoly.jpg’,1,0))

Jason:
Not familiar with it bro, can it be used with Renderman as a Maya plugin?

Here is a new guy I started tonight. Base mesh done in Maya then exported to Zbrush and tweaked a bit. 1700 polys.
Picked up the Zack Petroc Dvd and it is a must have. Amazing workflow.

[[attach=38951]LowPolyRig.jpg[/attach]](javascript:zb_insimg(‘38951’,‘LowPolyRig.jpg’,1,0))

Here is the guy rigged…

Attachments

LowPolyRig.jpg

倪地點睇?:eek: :eek:

Hehe, if you use Renderman, you are using .sl shaders - hidden deep down. If you are using the Renderman shader tool, it does a few other things before compiling, but all that strips down to .sl easily. Quite a few tuts exist to go from the renderman interface to the core structure .sl. Some apps as well. If I remember - without looking it up - the default Renderman tool shaders are stored as .rsl… Doesn’t really matter, it’s all just data and easily manipulated. :wink:

Here is some Renderman University notes if you are curious.

http://www.ucc.fr/index.php?option=com_frontpage&Itemid=1&limit=11&limitstart=33

[slave1.jpg]

[[attach=38986]slave2.jpg[/attach]]slave2.jpg

Jason: thanks for that link…great,great stuff. :+1: :+1: :+1:

Here is a new idea I just laid out. I posed both models with the Maya plugin ANZOVIN " the setup machine " v.2
The kneeling character was created by a good friend and inspiring artist. The throne with figure I created today. Working on the details…

Looking good for the initial rough… :wink:

As for the link, you are welcome. If you want a lot more as well as tolls that make life easy just holler! :wink:

Here ya go man…

http://www.dedalo-3d.com/

[Slave_details.jpg](javascript:zb_insimg(‘39083’,‘Slave_details.jpg’,1,0))

Jason: What would I do without you :+1: You are the king of resource materials. Thanks alot bro.

Did some detailing after work on one of the figures.

Great modeling and pose. Bravo Odhinn.

[AnatomyStudy1020.jpg](javascript:zb_insimg(‘39415’,‘AnatomyStudy1020.jpg’,1,0))

Vlad:
Thank you my friend, always appreciate your comments bro.

Here is a forearm study of the next character.

Odhinn, your are an inspiratation mate :wink:

Please don’t take offence, but looking back throughout this thread, you’ve really come a long, long way with your sculpting skills. The first models in this post are a tad primitive compared to your work as it stands now.

Really mate, the standard of your work now is truly exceptional :wink:

Epic thread I must say. 35 pages and still going! :eek:

5 stars from me :wink:

Angelstein:
Thank you for those words of support bro, you made my night.
I don’t take offence to your comments about my early work at all, you are being polite. I know it’s crap (lol).
Have been working on the 3d approach now for about 3 years and I like to think I have improved here and there. Anatomy is still my passion and something I work on everyday. Still struggling along and trying to learn new stuff everyday.
Thanks again for taking the time to write something encouraging, means alot./Odhinn

I am posting this for Maya users who use the Maxwell plugin renderer. Figured out how to make your lights in whatever scene you are rendering invisible. That is to say they will stay emit light but remain invisible to your camera. This is invaluable you will find. Zbrush models even at high polys play quite nicely in Maxwell. Since it uses no displac maps an only normal maps I tend to use higher polyfaced models to ensure details.

The trick is to adjust your TRANSMITTANCE settings to 255,255,255 or white. and your ND values to 1. That’s it, see the below pic to illustrate the point. It is grainy because it is a 2minute render and Maxwell requires more time to cook a scene.
[HiddenEmitters1.jpg]

[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!