ZBrushCentral

displacement tests for my work

how do you comp all the passes together? is it screen composite?

ouffffffffffffff wanderful wanderful wanderful:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Woaaaa THAT is digital clay if I ever saw some…
:+1: :+1: :+1: :+1:
Lemo

This is with no doubt one of the best 3dworks I have EVER seen :smiley:

I have followed your progress on this image since you posted your first wip on spiraloid. Pleaase finish it :smiley:

Kissb Your work is a master piece! Hope to see it completed soon.

looking very nice. the zbrush detailing is well done without going overboard. the armor and clothing pieces feel really nice and organic. you’re doing a nice job with this.

are you using XSI 64 bit version?

didn’t like the first character design and modeling much but the new one is really amazing, you’ve improved a lot

THIS IS ABSOLUTELY AMAZING !
I love this work !

congratulations, this is one of the best pieces I have seen :+1:

waooo, very impressive !!! :+1:

very very nice!!!:smiley: :smiley: :smiley:

i saw this work on spiraloid i think a while ago… but i can c there is much progres so far! stunning pice of work!!! i like it realy much!

keep on doodlin’ dude! :wink:

5 stars!!!

well that was great bringing this piece back up on the map!! congrats on the top row action!

Very cool render, I like the environment contribution that your capturing in the comp.

How are you obtaining environment samples in the sss?

guessing by screenshot that this is a pure high density mesh imported, how many poly’s so far on this guy?

:+1:

Beautiful displace and render :slight_smile:

Man What kind of rig have you got to be able to push all these polys around Pheweeee it must be a monster :sunglasses:

Excellent work :+1:

N

Thanks for everybody again!

=ven=, I can talk about the GI, but there isn’t too much to say…I’ve used a simple environment map for IBL, there are no photons & trickz…
For the composit make the illumination first(combine the color with IBL, occlusion, lights, whatever you have, usually in multiply(*) mode, and play with the opacity), then add the sss, specular and reflection( fell free to use any mode, probably you are not making stuff for movies, only still images, so it doesn’t really matter).My advice is if you are in photoshop use the linear dodge mode.Then play with these layers, do color corrections, etc to have the final result.Don’t go too deep in to the math, make it look good.
I’m on 32bit at the moment…waiting for clever boys to make the shaders for 64 bit version.
I’m using Daniel Rind’s diffusion shader, it can sample final gathering too.You can also do it with the HWJensen sss shader, since the new FG algorithm using photons.There was 6.6 million triangle in the scene when I took the screenshot.

Excellent modelling and posing, kissbe, not to mention some useful SSS notes you’ve put out there also:+1:

Thanks for sharing :slight_smile:

Chris

WoW you are truly talented!!

excellent models, and skin, i wanna see the entire scene.