simply in awe! Any info on your workflow would be greatly appreicated, and how do you do the leaves and grass.
LOVE to hear the workflow in any submission.
How did you go about texturing it? Did you paint them in Zbrush using reference photos? Did you use projection master for the small details? I am a somewhat decent modeler in Zbrush, but when it gets time for texturing and SSS, I am somewhat new to it. Any tips/tricks would be greatly appreciated. Love your work by the way
- Ian
Showing my ignorance, what the heck is SSS?
SSS means Subsurface Scattering. Gnomon has a free quicktime torrent they just released on it here… http://www.thegnomonworkshop.com/forums/showthread.php?t=23 its basically for use with materials like skin, grapes, wax, etc… as they absorb light in a unique way. Such as putting your hand in front of a flashlight and you can see the redness from inside your hand.
ohhhh, glad I asked! Thx for the link
Thanks again for all the comments everyone! It’s really helping me iron out a few things. I tried to address the big problem areas that were pointed out and a few of my own that I spotted.
As for the workflow, it’s not all that different from what’s been shown here on the forums.
Here’s the ZSphere tool I built for the frog along with the detail levels and painted texture. Wanted more detail in certain areas like the underbelly and shoulder joints so I rendered the frog with a cavity material. Then used ZAppLink and Photoshop to apply the rendered cavity areas to the texture itself. Then did the usual exporting of the displacement maps for Lightwave.
I made a quick rig in Lightwave for posing. The rig is not animation quality, but good enough for quick poses.
The log was built with ZSheres too. Just a basic blob with an arm sticking out. Then I sculpted the basic crevases and overall shape. I used the rollerbrush to apply a bark texture to the model in Projection Master. When it was covered, I used the texture to make an intesity mask which I used to pull the detail from the model.
The flowers and 5 leaved plants were simple low poly models created in Lightwave modeler then imported into ZBrush to make more organic looking. I also painted the leaf veins texture in ZB.
The mushrooms were fun and frustrating at the same time. I had made a nice mushroom in ZBrush but when I exported the displacement map, it was doing some wierd things. I concluded that the displacement map was overlapping itself when it was made. So I had to paint the displacement map myself. The white mushroom on the right shows the black and white texture used for the displacement map. The one on the left is the original mushroom made in ZBrush. ZBrush wins hands down for mushroom making!
Here’s a quickrender of the scene so you can see the lighting setup (minus the radiosity). Saslite was used for most of the grass.
If there’s something I missed that you wanted to know about this project, just gimme a holler.
Definately learned a lot from this and from others here with keen eyes and good observation! I’m still waiting for my final rendering to finish, so I’ll post that soon.
wow! thanks for all the info quick question…in the renders i see like a kind of scaly texture but i dont see it in your painted texture. Did you use spec maps or bump maps at all? If you used a spec map can you post it? Thanks again. -ian
by the way I’m thinking about modeling and texturing a snail once I get my new computer in 2 weeks so thats why im asking all these questions
Congrats on the top row, this work should be up there!
Yes, yes, great frog! I especially like the mushrooms. Thanks for the indepth info. 50.
For the workflow-- it takes time to put those screencaps up, so many thanks for your valuable effort!
Great result, BTW!
wonderful colors !
keep it up
I rendered the frog with a cavity material. Then used ZAppLink and Photoshop to apply the rendered cavity areas to the texture itself.
can you elaborate more on how this is done?? thanks and nice work:D
Here’s the final rendering. I used Photoshop to bump some colors and increase contrast in areas. And also to hide a few wierd artifacts that popped up. I cropped it in tighter as well. The composition was too open in areas.
sooon,
to apply the cavity effect to the texture, rotate the model to reveal the part you would like to add the cavity effect to. Then render the model in basic lighting with the cavity material added and color texture applied to the model. Then I would export the render as a file. Then without moving the model, I send it to projection master and use ZAppLink(using shaded layer). I open up my exported rendering which should look exactly like the image projection master just sent to Photoshop. I then copy and paste the cavity rendering over the ZAppLink image and erase any areas that I don’t want the cavity effect showing. Save and return to projection master.
I think there is a ZScript which does this to some degree, but I haven’t downloaded it. This way also does it to only the parts you want it to and not the entire model.
Just wonderful. Worth the wait.
kraken, did you use a spec map at all? did you handpaint it in Zbrush?
X14Halo,
No spec map used. Just the color texture, sss nodes and general spec values.
hi KrakenCMT,
thanks for sharing. anyway, do you mind to screen cap your node setting for the frog??
i m a lightwave user too. but due to the fact that i only know lw, so node is something very unusual for me.
but i m impress with your work. well done and keep up
sooon
Congratulations, fantastic job!!!
Really liked seeing it from beginning to end.