ZBrushCentral

creature bust

hey all,

haven’t posted in a while. here’s a new one,

rendered in maya-mental ray, with all the bells and whistles - ambient occlusion, subsurface scattering, etc, etc

and the zbrush model

i have an idea with this guy, perhaps an animation will soon follow :slight_smile:

also still working out the details, and kinks…

-sunitlizard_0_3.jpglizard_0_2.jpg

excellent sculpting on the skin details. nice mr render too.

how many polys are we looking at?

very cool!!

what settings did you use for subsurface scattering in Mental Ray?

really just a cool model sun-it! I would also love to know your MR settings. The render is just gorgeous and the model is very intriguing. I like the way you contrasted smooth skin with textured skin. Give the character a lot of vitality.

r

here’s some technical stuff,
I used a diffusion and dirtmap shader, both of which you can find here:

http://animus.brinkster.net/index.html

and an texture map (also generated in zbrush) as a multiplier on the diffusion

an approximation (subd) node to render my lowpoly as a subdivision, using spatial subdivision, and both min and max set to 2.

i also used a normal map out of zbrush, with the shader network here:

http://www.headus.com/au/samples/norm-MR/

and a displacement node applied directly to the shader group.

the uv’s i modified back and forth a few times, exporting the lo rez out of zbrush, adjusting the uv’s in maya, and then re-importing that lo-rez into my already existing hi-rez tool in zbrush.

i think that’s about all…
-sunit

some more technical stuff:

all the filtering on the textures is turned off, and except for the diffusion multiplier, they’re all at 4096x4096.

also, i’ve been playing with multi-pixel filters (in the MR render globals), and i tend to like the lanczos filter, which gives you an incredibly sharp image.

i’ve had problems generating my uv’s through zBrush and then extracting a normal map - the map seems to have weird seams (seemingly :slight_smile: ), so i find it easier to generate uv coords outside of zbrush.

-sunit

the poly count in zbrush is 1.5M. the maya model has 7000 verts. here’s a screenshot:

-sunirlizard_0_3_maya.jpg

very ver very impressive sculping and shader
i want yo sss!!!:+1: :+1:

Great model and rendering , he looks like a creature from Miyazaki’s film
“princess Mononoke” i mean the forest spirit :+1:

jantim

Exelent work, very original model, nice work on render.

cool render

Totally amazing. Cool model and wonderful render…

Yong
http://www.himmapan.com

jantim: i’ve been struggling to discover what his character is, but with these new images, i have some ideas. i thought, at first, he was also a bit like a forest spirit, or a fantastical monster, but now, i realize that he’s actually quite a modern monster, and he’ll need some modern clothes, and something contemporary to do. perhaps he’s a journalist…

more images coming soon,
-s

Yes sunit , you are right …why look in the past for monsters !
He could be a sharp dressed lawyer," clothes make the man " as the say:D
I hope to see the rest of his body soon, dressed or not !

jantim

Damn that looks good. :slight_smile: What was the render time…?

Great qork, amazing design
what did u use for the SSS shader , is it MR custom shader
keep up the good work

Well you see i am not exactly new to modeling but i just never got the hang of it and well i have no formal art school but i love to model there is one problem i mean i got the hang of zbrush i just need some modeling tips if there is anyone out there that will help me i would searously appreciate it …
I LOVE THIS STUFF!!! :smiley:

Okay, some more displacement tests. Ongoing :slight_smile:

To my surprise, deleting the approximation nodes out of my scene, and just applying the displacement straight to the lo-res obj yielded a faster and nicer result. Here’s it is, compared to the old one:

Old One

New One

Subtle differences, I know, but interesting nonetheless. The first one has a combination of displacement maps and normals maps, with approximation nodes for subdivison. The second one just has the displacement and no approximation nodes. The render for the second is about 8mins (but this is mostly the diffusion talking), while the first goes at about 5mins.

Still working out the chinks. When Turtle releases their new beta this week, I’ll post a review.

Cheers,
Sunitlizard_0_3.jpglizard_0_3_mentalRay.jpg

I think it is a serious improvement.

Let me know how Turtle works out, I’m evaluating Liquid (RIB exporter for Maya) and Aqsis/3Delight/Renderman/RenderDotC for our pipeline.

killer model, quite unique, very nice SSS