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