ZBrushCentral

displacement tests for my work

Game Over! You Win!

AWESOME!
:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:
Lemo

Wow, that shot will give me nightmares. Amazing work!!

Amazing work kissb, is he supposed to be crosseyed though?

thats good stuff Really like his expression and that drool. can I enquire on how you made your drool?

oh my, this looks so incredible! cant wait for the final

greets
froyd

mann, that last pic is so good. Keep it up!

…surelly great update, dude :slight_smile:

-cheerZ-

:+1: amazing troll like the drool

Oh my f***king god, this is sooooamazing! The most impressive work i’ve seen here.

:sunglasses:

Thanks for the nice words guys…
I can’t tell you exactly how long does it take to render stuff like this, but it’s not slow at all.I’ll check it next time…if I remember correctly the SSS layers, and the glossy reflections are the slowest passes.
And it supposed to be crosseyed, I think it gives him a crazy, funny, and grim personality in the same time.The drool is simply modelled, and it has a transparent/translucent, reflective surface shader.
The textures are procedural, except one black and white image, which is showing the veins on his hand…actually the hand wasn’t finished on this one, but it’s too late :slight_smile:
I’ll post some detail about the rendering of his face…

Wow! Very impresive! Ive been following this page, but a few months ago I never saw it again till now! Let me tell you this is very inspiring in all ways possible(Texturing, Lighting and Modeling). I have a few questions tho… The UV mapping, was done in XSI or Zbrush? Did you use Mental Ray for the renders? and the last one would be… Do you think XSI its more friendly and more easy to model than modeling in maya?(Interface, tools, hotkeys, etc)

Ok Kissb! Have a good one!

Javier.

Here is some screencap from XSI, you can see the geometry I did in Zbrush.Also you can see the drool objects

![shaded1.jpg|1100x1023](upload://oPrmSJq10hBZb7OkL437WR3TOh7.jpeg)![shaded2.jpg|1100x1023](upload://6rirOuThWOHs8QhjmQRWTVrO7lC.jpeg)

Attachments

shaded1.jpg

shaded2.jpg

That’s Simply Awesome!!!

The UV mapping…as I mentioned before, there is only 1 bitmap in the scene (on his arm), before I exported the very low res arm from xsi, I gave it the UVs, than I had it when I imported the high res back from ZB.The procedurals had a simple spatial projection…
I used Mental Ray for the render, and I don’t know too much about the polymodeling in maya, but I’m happy with my xsi-lw-zb combination at the moment…I guess you can force somebody to write all the tools existing in xsi for maya, if you have a programmer slave somewhere.

oober cool!

image1 (A) :

1: color, generated with darktree
2: occlusion + color, just to show how the occlusion pass look like…
3: only FG
4: all together

image2 (B) :

1: sss samples from the environment map ( i changed the contrast of it, because this is usually much darker then the one that gathering samples from lights)
2: sss using scene lghts ( also added some extra contrast, so you can see what’s happening)
3: sss together
4: sss combined with A/4

image3 © :

1: scpecular of the scene lights
2: reflection (environment, using different glossy values)
3: direct illum of the scene
4: together with B/4

image4 (D) :

1: eye only
2: hair + occlusion on the surface
3: drool stuff
4: together with C4

![01.jpg|210x175](upload://265sJCtihKgO3Y402ctMxycxVAq.jpeg)![lightstuff.jpg|699x582](upload://42Vr0y9AMKQgYDEX0FR6wnRKXJI.jpeg)![sssstuff.jpg|699x582](upload://lhdLHj5bkHOnhHCK6zq3g4eYNEZ.jpeg)![specstuff.jpg|699x582](upload://8AkT9k47UU91TaxVNpKrw3HommJ.jpeg)![otherstuff.jpg|699x582](upload://mBfSWRD5EIPoeNZLHSEB0MAxh6D.jpeg)

can you say something about the light’s setting (in XSI) for the global illumination render? very good work man!.

SUPERB!(as always)!
Flawless modeling. The goblin’s armor is wonderful, the leather cap too.
Very impressive final composition.