ZBrushCentral

Corpus works

Such beauty, nice helmetoïd detailing

That’s a really cool design and well executed so far. When you get to a certain point do you Zremeshor use Toplogy brush for the hard surface? Just curious. Cheers.

Thanks man. So far, I have just been using zremesher. Eventually I do plan to use the topo brush/extract
to split out the geo, and possibly some GOz.

current wip


impressive gallery you got in here man!, all the monsters!! love your wicked ideas, congratz! and i like the way you compose the renders

eseltij - thanks dude!

Finished a new creature design. Main render done in vray, clay render done in keyshot.



Very interesting shapes, looking great!

thanks man!

Cool shapes, pose, and details

murphy_test2.jpg

Early test for Robocop. Wanted to see how the sculpt held up without displacement. I feel like his eyebags and lower eyelids need to be puffed out more and better defined. Keeping the no eyebrow ‘look’ that Peter Weller had in the original Robocop. Still looks strange without eyelashes though. Rendered in vray with diffuse and bump, no spec map on the skin. Eyes need some tweaks in values as well.

Splitting Hairs but the right eye in the light looks a little odd with the wrinkle underneath the clogged, thinkened lower lid. With out the shadow or a density of the wrinkle aligning with dried eyelid the shadow in the area doesn’t have the same look of a once healthy cop but solom fade. I believe part of it is the facial characteritics(small close eyes) but one of the other things eye notice with the eye area is a harsh vertical with the area around the nose and eye the darkening does not quite seem completely consistent, with the socket.
I really like the excentuation of the eyebrows focus though.

loved that creature dude!
awesome shapes there

Thanks guys.
Jamesgcraig, I’ll def. be doing another pass on the eyes. Thanks for the feedback.

Some low setting renders with face updates. Texture needs some love in certain areas, and I’ll remove some wrinkles that are baked into the diffuse.
displacement and eyelashes next.

murphy_test9.jpg

Whoa, this stuff is awesome. I really like the Robocop texture. When I see sculpts that become photo realistic, it blows my mind. I’ll be following you sir.

JonArcher3D, thanks! I’ll post the sculpt without textures sometime soon.

Added displacement. Looks like lips will need some manual sculpting, as well as a few other key areas.

murphy_test12.jpg

Nice work. Are you applying the fine bump ( wrinkles, skin pores etc) as a displacement in this render?
If so how are you doing it? Are you baking it into the 32bit dispmap or layering in your material setup?
Very cool will keep an eye on this thread

Hi Porkpie Samurai,

Current setup is painted displacement (using surface mimic scans), and a slight bump extracted from the diffuse.
Displacement is 16 bit (straight out of Mari). Any sculptural detail I will add will be extracted out of zbrush and layered into the existing displacement in Mari. Shader setup is the base vray sss2 shader with a clearcoat layered on top.
Currently there are no spec or gloss maps, and still needs a map to control the depth, mainly to get rid of the color bleed areas.