ZBrushCentral

GOR - The goblin pirate

Amazing attention to detail!!! Great final image to top it all off, great stuff!!

Excelent work and great image!! Maybe too much details added but well done.
Congrats for the top row!

Cheers

Justi.

I was impressed with fine detailing!
great work! :+1:

Awesome!Nice work!:+1: :+1: :+1:

Holy ****! More detail probabley is not possible.

Whats the entire polycount?

And how many hours of work?

I love this, especially the render on the less-busy background. I am a wow fan too so I totally get your inspiration. Yay Booty Bay. Well-deserved top row, mate.

Hi everyone… thank you for your comments :slight_smile:

sorry for few days without my activity and replys to your answers - quite busy at work with deadline etc…

to your questions - did few screenshots from max and zbrush + some light setups screens for you.

about my work pipeline - i think its pretty usual and similar to everyones other pipeline:
1)base modelling in max,
2)base UVs with Unfold3D(makes this process pretty fast and with less pain)
3)sculpt with Zbrush
4)fix UVs with UV master - to avoid UV stretches etc
5)rendering displacement maps and normal maps - displacement map for major geometry deformation and normal maps from subD lvl 4 (+ -) for geometry details
6)export geometry into max
7)lights,shaders…

for goblin i changed act 6 - i didnt used base geometry for final rendering,but decimated geo with Decimation master to keep all possible details and a bigger chance to render whole image in high resolution withou crashing cause of displacements

First screen is a polycount answer - goblin BODY model(no weapons) is made from 22SubTools and 78.531.268 polys

Second screen from max:

3rd screen Lighting setup:

chest armor shader screen

[chest_armor_shader1.jpg[/attach]–>"]](lighting.jpgmax_polycount.jpgpolycount.jpgchest_armor_shader1.jpg

Attachments

lighting.jpg

chest_armor_shader1.jpg

wow, thats huge

Thanks for taking the time to explain your workflow and post screen-grabs. Very helpful…especially some of your MR settings.

The decimate with preserved UV’s is a great idea for Max rendering. I thought of this too for Max renders…since normal-maps on a base mesh is great for games or real-time rendering, but the Decimate lets you hold a lot more detail for high-poly, high-rez renders without killing Max. :wink: Well done!

Let me guess, you play a Goblin in wow? :lol:

haha :slight_smile: no wow goblin gaming :slight_smile: spent enough time in this universe :slight_smile: time to rock some CG again :slight_smile:

Did u become so good by education or self-inductation?

Matzi - self education for 11 years :slight_smile: no CG courses in my country like gnomon etc…

So u don´t work in game business or something?

What workstation (PC) do u use? Processor/RAM/Grafic Card?

Sorry, that are my last questions^^

egh…sorry wrong understood your Q…thought you mean some universities,special CG courses etc :slight_smile:

since high school i worked in game industry(6 years) and last 2-3 years i work mostly with production,commercial and movie CG :confused:

workstation is i7@3,2GHz,12GB RAM,GF580,cintiq 21UX

Uooooou…amazing!!! :grimacing:

very well done. and thanks for shearing your information.:+1:

Ahahaha I just removed myself from cgsociety because it seems they no longer know what skill is. What a joke you weren’t awarded :confused:

Pretty amazing. That’s one set up goblin.

I really love this one, since I used to play WoW as well. My only advice would be to add a focusing point to the final rendered image. It seems like there is just so much going on that if I just stare at the image it is hard to see what is happening, and I find my self looking for each individual thing one at a time. It would be nice if it were easier to just take in the render as a whole.

Otherwise, Great job!
:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1: