ZBrushCentral

Blood Oath

I love this site… Many talented people. So I thought I would try a Frank Frazetta style piece. Hope you like it. Comments please!

Mark Skelton

www.marks.tierranet.com

http://www.cgchannel.com/news/viewfeature.jsp?newsid=2080

PS. If anyone knows of companys hiring right now, Please post.

[email protected]BloodOathA.jpg

Very nice image. The blood is JUST right. Nice and moody. Was this all done in Z-Brush?

Yea… built mostly in Zbrush. Rendered in Max using Mental Ray. The blood was the hardest part for sure… tried to get it right.

Mark-

also the interview and your points of view very interesting
Congratulations
feel free to share your sure helpful tips here in the forum¡¡¡ im pretty sure we have a lot to learn from you¡
Thanks for share
Andreseloy

…it’s dangerous to play with knife :smiley:
Cool scene :+1:
Pilou

Lots of great elements brought together with loads of dramatic flare!

This forum is going nuts with with high quality work at the moment. Zbrush is clearly catching on and there’s obviously loads of effects boys killingtime before the next job.

Nice one mark

Realy nice man! ;):+1:
Welcome to ZBC too. :smiley:

The blood is the maker or the breaker in a piece like this. You nailed the blood right on. Get Job. :sunglasses: :+1:

Hi and welcome!
Very very good work
You have achieve the right blood.
Could you share some steps, please?
Bye
Leo

Its nice to have some positive feedback, keeps me motivated to do more…

Anyway… On the blood, the hard part was the hue. Had to keep bringing down the stauration but maintaining the hints of bright red in it. Alot of it was bumping things up and down in Photoshop.

The dude himself I used a very low mesh out of Max to start with. Around 800 polys or so. When I first started using zbrush, I was use to just building high rez models with polys and smooth. I thought the best way would be to use a high rez model to start with in zbrush and work on it like a bump map, only hitting small details with it. On this little project, I had read in a few places that the best way is to start on lower division levels, and work your way up. MUCH BETTER! I would basically start at level 2 and brush it until I ran out of rezolution, then go up another division. This worked out much better. I had alot more control that way. Also, its cool that you can go back to a previous level and work without disturbing the finer details on the higher levels. I couldnt get the displacement to work quite right in Max with Mental Ray so, I ended up exporting out the super high rez mesh into Max (if anyone knows the right settings and setup for displacing in Max 7 with Mental Ray, Please post!). ended up like 1 mill polys or something crazy. I initially was going to do it in Maya, but Maya kept crashing at render.

The floor I started with a B/W alpha and applied it to the mesh as a displacement, and worked from there.

The rest of the stuff went through Zbrush atl east once.

Im still learning quite a bit about Zbrush. I know that Ill never use anything else for Organic stuff, thats for sure!:lol:

Mark-
www.marks.tierranet.com

nice pic marky mark… i know a lot of people are asking you about techniques and all that but what i want you to elaborate on is what inspired the image. it alomost looks like there should be a severed head rolling around the floor somewhere.

Well Punnw,

The insperation for this image was empolyment frustration. There’s nothing more frustrating than finding somewhere you really like, and then finding out that it just wont work out in the long run because of some petty personallity differences with the people in charge:rolleyes: . But, I guess everything happens for a reason, so I made this to get it out and move on.

Mark-