ZBrushCentral

differences in render using same setup- why is it happening?

sorry if this is not the right place to post it, but i got a bit confused if this belonged in the support forums

i am trying to get this type of shading on the left, but, using the same shader, and i guess pretty much all the same settings on BPR and all , my model looks so different. i know its missing all the poly paint and sculpted details, but, i cant see the lines(like handdrawn lines) so well in my model, not to mention the shadows are looking so strange(and light position is exacly the same). anyone has any clue on why this is happening?

thanks

Attachments

awesome vs not awesome.jpg

Well, first of all, let’s try to ignore all the additional subtools and polypaint of the model on the left. That model has clothing, it has coloring, it has more complex geometry, it is posed in an asymmetrical fashion. All these things are going to add up to give that model a more detailed, more living, more refined look.

Instead, let’s just look at the flesh portions of each model. You’re using some manner of cel shading, and it renders “lines” where it encounters boundaries or significant differences in depth. The model on the left has a much more varied surface. It has a gut that stick way out to catch the light, as well as dimpled recesses in the face, pronounced folds of flesh, and defined musculature. Each of these things stands out by either catching the light, or by being a prominent enough feature or cavity that the cel shading material renders a line there.

By comparison, the model on the left doesn’t have many extremes, contrasts, or well defined features. It is uniformly slender, and lacks prominent detail. Start modeling in some bulges and wrinkles, and you’ll see more detail at render time just from the variation in surface topology. Then give the figure some clothes. Give it a coat of paint. Pose it in something other than a T pose. You’ll start to see it come alive much more than it is at present.

what about the heavy shadowing in my model? the setup is the same, even light direction, why is my model getting shadows all over her face and chest? this is happening with myother (more detaileed models) as well :confused: cant figure out why

If the material in question is a matcap material, the lighting is baked in. It will show the same general shading direction regardless of any scene lighting.

i think it is. im using skinshade4. but why is it that when i change light direction in the material and hit BPR, the shadows move?

BPR cast shadows are based on geometry and light source. Matcap shading is fixed. So it’s possible to have a visual discrepancy in a scene rendered with matcaps if the lighting doesn’t match the apparent lighting of the matcap. Use the standard materials if you want them to interact with the scene lighting.

thanks guys, ill see if i can fix it :slight_smile: