ZBrushCentral

Character WIP - Andrea

Here’s my latest work in progress.
I’m currently finalizing the rendering in Mental Ray and adding a little cloth,
I’ve already rigged up the whole thing with muscles and made a walk cycle, so I will hopefully render a final clip soon.
The basemeshes are really simple (as the muscle skinning is a bit of a pain if the models are not light) so I’m having a real headache getting the zbrush scupt details rendered decently.
I post the zbrush models here to get some feedback and good ideas from you: the models are pretty much finished, but I’m adding a little cloth and maybe a little mohican hair cut. I don’t have time to make a complex environment for the animation so I will keep it simple, likely a desert theme…

(maybe I will post an update of my other minotaur character soon). Andrea

[[attach=101137]R_front_bw.jpg[/attach]]R_front_bw.jpg

[ ](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27%27,%27R_front_bw.jpg%27,1,0%29)

Hi,

I like it very much. The pose of the man is great. Can you show another perspective?

2 more angles

[R_left_col.jpg](javascript:zb_insimg(‘101139’,‘R_right_col.jpg’,1,0))

[](javascript:zb_insimg(‘101138’,‘R_left_col.jpg’,1,0))

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very nice sculpt and design. Cant wait to see what you do with this.

www.peterminister.co.

Great human character, love the way he looks, think you should put some kind of teeth on the beast tough, looks weird withouth them. Anyways, cant wait to see an anim with these two in it. :+1:

Realy Great Work!

Thats really good.The skinny warrior hunter tribe dude looks great I love his leg hugging onto the side of the beasty.His toes look so dam good.Excellent work :):)…

Nice work mate, good to see it finally after you’ve been talking about it for so long… I think you can crank up the bump on the dino when you put him into maya a bit. Also that teeth comment sounds about right, maybe with an animated tongue thrown in would be cool too… Now good luck getting it to look as good in maya…lol

G

The look on his face is …bada$$ :smiley:

I think i read somewhere u will animate this?..or am i wrong?

Still finalizing the animation…
Since the last post, I made minor tweaks to the zbrush model (added small teeth and other minor tweaks).
I updated the zbrush model to make it more presentable by itself, added a simple pedestal and replaced the old basemeshes with ones taken from the walk cycle.

1.jpg (80.2 KB) [1.jpg]7.jpg

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Very nice work, wonderful characters. :wink:

That turned out really well.I like it alot.well done:) the hunter looks good love his tricep,his face the whole look of him.:).

Many thanks for the nice comments everyone.
Here a couple of frames from a clip I recently rendered.
Unfortunately I messed up some muscle settings and some shading, so I will re-render it soon maybe with some less boring cameras…
but here’s a couple of frames.
[frame1.jpg]frame2.jpg

You can see the animation clip on my website… well I wouldn’t call it a website yet…
www.andreafalcone.com

Wow… :grimacing:small_orange_diamond:grimacing:small_orange_diamond:grimacing:
This is truly amazing :+1:small_orange_diamond:+1:small_orange_diamond:+1:
I’m so amazed…
From the images, it really looks like a real shot, how did u do that?
What renderer u use, render passes etc…
Please share :wink:

but Im not happy with the render yet.
Have a look at the video on the link I posted in my previous message.
Its not that realistic, actually the shaders came out a bit wrong, Im going to try to improve the shading it a bit, at least by rendering a separate ambient occlusion pass and by fixing the man’s skin highlights which came out too strong.

Rendered in Metal Ray (maya), characters use the (fake)sub surface scattering with all the SSS textures layers painted with polypaint (love it) in Zbrush.
Characters skinned with Maya muscles.
Basemeshes are kept really low poly as Maya muscles are a pain to skin.
Maya displacement is set quite low, sadly, to achieve a feasible rendering time, so I used bump maps generated in zbrush using the cavity mask to bring out some lost detail.
1 directional light (sun), a subtle Final Gather from a hand painted sky, no extra ambient occlusion pass(yet).
It’s all rendered in one pass, with little global colour corrections done in post (a cheap glow at the horizon done in post).
I rendered the frames at 32bits to have good colour depth.
Ah, there’s a suble fog done with Maya fluids, and an over the top Depth of Field mainly to blur the background as it’s extremely low poly and looked awful!

But it’s really cool, It really like someone took a movie from a place like africa, showing life and nature. If u put national geographic logo there, I might think that u grab a screenshot from TV. Well that’s my opinion, if u still unhappy with it, I’m so jealous with u… :lol:
I wish I could do somethin like this…

I can’t see the video, maybe it’s just my browser, don’t worry, but I’ll definitely check…

Wow, this is awesome…I really like the one with texture and render…:+1: :+1:

it might be because you need to install quicktime on your pc.
Or it might be that Im totally incompetent about web stuff and I couldnt even put some quicktime files online!
As soon as I have time I will look into making a decent webpage or hassle some friend who knows how to!

Thanks!

Awsome …id be happy to provide sound/music for that clip …pm me if your interested :+1:

I’d love to, however im totally busy putting together my porfolio, so I must avoid any distraction.
Once the porfolio is done I will get in touch. Its a short clip anyway, with no particluar camera coreography, I would be really curious to see how you put a soundtrack to that…
Surely some sound effects would make it more interesting. You know, I once planned to add loads of sand dust and make the scene very windy, but I abandoned the idea as my limited experince with particle was making me waste too much time… shame as a windy scenario would have been great from a sound design point of view!

Take care,
A.