ZBrushCentral

Cave Scene

That looks pretty good :slight_smile: I guess with the scene the way it is, it wouldn’t matter if the pieces match up :\ I wish someone could tell me a way to chunk up characters. Great work, I’m looking forward to the tutorial :slight_smile:

very inspiring! thx 4 showing.

froyd

Thank’s for the breakdown…that 3D sketch looks great !

jantim

Hmm, well this is really great work, I would like to do something like this myself. There are some things in your description that I don’t understand though. First, I’m not aware of the paint polygon tool, is that something new in 9? Second, why do you need to specify that the ambient occlusion render was without normal maps? I thought that the point of ambient occlusion was that it was a good fast shortcut to to the kind of shadows that you got from global illumination because it didn’t call shaders at all, just geometry. That’s how others have always described it, and in my experience skylight does take account of bump maps but AO doesn’t. Does it treat normal maps differently? Is one of us confused, or is it a new feature in Max 9?

Wow!!!
It must have taken decades to make :confused:
So much detail…
Awsome indeed; and very atmospheric

Very beautiful and evocative! Thanks for posting it.

Thanks again for all the feedback! To answer some questions:

Wildsketch: hey, sorry about the confusion - the paint poly tool I'm referring to is under editable poly at the very bottom... definitely not as cool as any of Zbrush's tools, but good for quick work. Also, about the Ambient occlusion - Since there are so many ways of generating the "ambient occlusion effect" (shader, dome lights, skylight, final gather, cavity, dirt map, etc.) I should have specified even more that I used the ambient occlusion mental ray shader - which you are correct in saying - doesn't have any effect from normal maps (at least that I'm aware of). This solution works great for interiors where one can set the fall-off range and get universal, even contact shadows. If I were to have done a skylight occlusion pass in mental ray, brazil or even scanline, the normal map would have been accounted for but the whole pass would have gotten very dark at the top and pretty much all over (unless I chunked the occlusion in different passes by hiding and un-hiding geometry). So hopefully that makes sense :D Oh and this was done in Max8, not 9. x-titan: Your right about the pieces not matching up, there's plenty of penetrating geo ;) But When I created my base mesh I made them snap together (most of the chunks anyways) on vertex level. So at a glance it does look like it's all one continuous mesh. My recommendation for chunking up a character would be after making a unified base mesh, hide your seams for the different chunks in armor, clothes, wrinkles, skin folds or other logical or natural lines. Helpfully this wont be an issue for long because of Zbrush 2.5 :) Roland Kaiser: Thanks! I do consider myself more of a generalist artist with some traditional painting, drawing, sculpting, film-making, photography - i'm planning to do more of those in the near future. I have some other cg/traditional work on my personal website at [www.barproductions.com](http://www.barproductions.com) WickedSunny + Jantim: Your absolutely right about the awesomeness of rendering in Zbrush - it's incredibly powerful and I'll be doing some "pure" zbrush work in the near future. The reason I opted for going with max and brazil on this one was because I plan to have this be a short basic fly through animation (shaky cam cranes up from some rocks and moves a bit toward the bomb). Also, I still prefer the camera tools in more traditional 3d software as I love making use of different lenses and perspective. I hope this definitely gets enhanced in future versions of Zbrush. Also, the ability to move and assemble multiple "live" objects was vital for assembling the composition. </span>

It’s nice to see your workflow, everyone approaches stuff with so many variations. I’ve posted stuff inthe past on various threads, and I’ll have to post some more soon as I think people are starting to appreciate the possibilities of Zbrush for 3d-matte work. :wink:

… cavern landscaping :sunglasses:

What a treat seeing this,cant really give enough back in compliments (heres 5 grand)lol!Really on the serious side~cant wait to see more by you.cal

Thanks for clearing up my confusion. I always think of that tool as paint deformation, I only thought you might be using 9 becasue of unfamiliar terms and confusion. I like your description of your workflow, and I like you results. I’m working on a forrest scene now where I’m trying to do some similar things.

Hope to see more of your work around. I’ll check out your website too.

This is EXACTLY the sort of thing I’ve ALWAYS wanted to find in a cave. Great work!

Thanks again everyone! I’m honored I managed to make top row up there - but i just want to thank all you awesome zbrusher’s on this forum who keep the art rockin and the inspiration flowing!

I’m still working on the making-of, so i’ll post a link on this thread as soon as I get that knocked out.

wel done m8

(btw is it hard to sculpt them caves ?)

The scene looks almost exactly like the Krangg Lair from the Teenage Mutant Ninja Turtles cartoons, did you use that as a reference for this piece?

actually no! but i’m interested in finding some screen grabs or something… i was a big fan of the green dudes

I did some searching myself, since it’s been so long that i’ve seen it, I might be wrong. After 20min, I found a video that showed it, so here is a capture of it:

It kinda looks like it :stuck_out_tongue:

So yeah, I registered just so I can comment on your work. It’s great to see what other computer nerds have to say about your work. I always knew it was amazing, and it’s nice to see that others agree. Not that I didn’t believe people would crap their pants to look at your work, at least now I can see that they feel the same way I do.

I don’t know what the hell you guys are talking about most of the time, but I love the composition and use of traditinonal (basic art fundamentals)skills in what you do. You know that already, but now I can officially go on record as to say that is one reason of many that your work is so bad ass.

Peace out homey.

http://mikebear.blogspot.com/
http://bear65.deviantart.com/gallery/

Hey everyone, I finally managed to finish up this scene so I can move on to other personal projects. Not to much has changed from the original wip - I spent most of my time tweaking the lighting, textures, adding some grass and vines (using max’s built in hair) along with getting all the passes out at 2k. A link to the high-res version is down below. I also hope to finish the long overdue making -of by this weekend, so stay tuned! Thanks!

[<!--[attach=41609]cave_TN1.jpg[/attach]-->] [<!--[attach=41610]cave_TN2.jpg[/attach]-->]

Link to Hi-Res
cave_TN1.jpgcave_TN2.jpg

Really beautiful.