ZBrushCentral

Jester

Excellent job on the old man :slight_smile: . Yes please post making of :slight_smile:

Amazing work and I really appreciate the fact that you’re not doing big muscles with guns, sci-fi,
 (nothing against,they’ve just become common themes )

Congrats!

Thanks guys. Appreciate it
I will post more close ups and a couple of explanations on how I did some stuff. Its a lot of alpha job, then cavity masking.
Nothing against big guns and battle suits too, I love them too. I’ve just seen them a lot lately ^^
@Devans: what do you mean too kind? I wanted him a little clockwork-orang-ish. The kind of dude that makes you a little uncomfortable.

amazing man, just amazing !

I wish I could work with you one day! hahaha
Good job Raph. :slight_smile:

That’s really very cool stuff!:+1: :+1: :+1: :+1: :+1:
I have some questions:
How many polygon the entire character? The clothes partten is very nice,how did u do that? I think is layout the UV first then palce the partten on the UV layout as a texture.At last, back to ZB and use the mask and inflat? The last question is the skin texture.Do you just use the polypaint texture or some photo materials?

Thanks a lot guys!
Kalypso, do we know each other? :slight_smile:

@Zhang Claude ( is is for Zhang Claude Vandamme ? ^^)
Hmm Ill check the polycount for you. But this one is not game res so I didnt care so much, it is a lot of displacement, so some pieces used turbo smooth. I care more about polycount for my game art.
For the clothing patterns there are several ways of achieving this look. The technique you mantion is one and it’s a good and efficient one. I didnt do it this way though but it would work just fine. In my case I created an alpha and I staped it around manually. Much longer but I had more control over the placement with instant visual feedback. I will post my alpha if you are interested. Skin texture is half spotlight, Half polypaint. Spotlight is really an amazing tool to layout a base coat on your mesh but to get an illustration look I had to manually paint it around.

One nice trick I learned from past mistakes is:

If you sculpted pores, make sure you photo ref is blurred a little bit to egt rid of the skin quality of the photo. Better to recreate it than overlay layers of inconsistent details.

Hope it answers the first questions. I will post more stuff asap but I am leaving for vacation so most of the stuff will be sent shortly.
thanks for you patience.

OK some more stuff already
Some close ups first:

1.jpg

Attachments

2.jpg

3.jpg

alpha.jpg

fabricpattern.jpg

Impressive texturing and sculpting! Can you share your light shading setup?:sunglasses:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

wow man!!! i really love your texturing and rendering, soooooo freaking cool man, great job!!! thanks again for the advises you gave me, really appreciated!! cheers!!!

Amazing details simply amazing, and also great attention to the detail.go go for top row :smiley: :+1:

Superb. Top Row model, that jester. I may have said it before. :+1: 5 stars.

I love it! Great detailing and choices. I don’t know whether you’re asking for crits, but only one thing comes to mind in terms of improvement and it’s the mouth/smile, it looks a bit “melted” if you know what I mean, like it isn’t the doing of the surrounding muscles
 Nonetheless great stuff! :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Thanks for the kind words guys I do value and appreciate them!

Zbrush is an exceptional tool that helps you focus on the art itself instead of technical issues. I used GoZ for the first time and I was amazed by how easy it became to move your stuff to max and back to Z. What an incredible feature! And according to the next version preview, this is all about to become even easier! Thumbs up pixologic for empowering artists to create whatever they have in mind!

@ cherub_rock: Thanks for posting man. Your comment makes a lot of sense. I didn’t strike me in the first place but I see what you mean. Definitely a good one and I’ll make a mental note of this one for my next project. Thanks

Here is my light setup.
Used mental ray, with 2 bounces and I had to lower the samples significantly so my pc survives to the 4000x3000 px render :smiley:
I tried using GI but the result wasn’t worth it so final gather only was just fine.

On a side note, if you ever want to use GI with a skin shader, make sure your skin shader scatters indirect illumination. There a tickbox for that and it’s easy to miss.

More Making of stuff coming soon, stay tuned :slight_smile:

cool stuff man!

It Just so happens that I am working on an early rennaissance character myself. have a look www.digital-sculpture.co.uk
I would welcome any hints on the material.
Dan Hughes

Wow

Great piece of Z Art Indeed !!!

My sketch thread
http://www.zbrushcentral.com/showthread.php?t=150726

Amazing material! i LOVE you doodles, really expressive and full of life!
Needless to say
 Your Jester is a success! :smiley:

Good job :wink:

Great piece !! Thanks for sharing some tips !!
Can i ask you how did you get that nice golden relief on the hat ? It looks like sculpted on the same mesh so I presume the look of the gold comes from the same diffuse and specular map of the hat, but it’s so precise !! How did you get it ?

Hey guys
Thanks for the sweet comments. These mean more than words to me.

@ citax: it’s a mix of cavity masking, polypaint and manual photoshop painting. Needs patience but it’s worth it :slight_smile: I actually created masks to use with blend materials in mental ray so the gold is a different arch and design material.

@MJ: thanks man, I will try an post more as they are great ways to learn and experiment.

@ Sol: nice character man! Folds and wrinkles are awesome. The fabric will look much better when rendered. Check roughness from A&D materials or fresnel falloff on any material. Should help you create than nice rough quality that fabric has.