ZBrushCentral

Just some stuff

Hi guys I want show You some stuff I made in both, Zbrush and Blender.
oldguy.jpg
[attach=137446]Vampire_zb.jpg[/attach]

[attach=137447]woman_by_m3maqs.jpg[/attach]
[attach=137448]Woman_zb.jpg[/attach]

I try post more things later and keep that thread updated, feel free to ask questions if You have any.
Hope You like it.

Attachments

Old_Guy_zb.jpg

Vampire_2_by_m3maqs.jpg

Vampire_zb.jpg

woman_by_m3maqs.jpg

Woman_zb.jpg

wom_2.jpg

This is top row stuff man :+1:!

Wow crazy texturing. Care to go into your workflow a little?

Would you be willing to post some screen grabs of your skin material setup (in max or maya or whatever) for the last image of the girl with the scar on her eyebrow?

-Dustin

this is crazy work…
top row…

Very nice work man !

are these renders done with blenders internal renderengine ?

Keep it up.

Lucky_1 vampire guy, was rendered in Indigo, other renders are from internal.

dustinbrown yeah sure, its custom made skin shader for blender internal but its quite similar to mentalray one.
skins.jpg

Thank You comments guys.

Hi m3maqs! Awesome worx! 5 stars imho! Lookin forward to your next posts! :+1: :+1: :+1: :+1: :+1: !

Good sculpts and very nice rendering! Is that done in Blender?

M

You finally posted your work here! The old guy is new, what was he rendered in? I know the vampire is in INdigo, and the woman is Blender internal.

From the node setup it looks like your combining an SSS shader with a color based dual specular shader. Can’t you do the same using the specular channels for the specular? Or do you have more control this way? Also is there a way of setting up a reflection map with this nodal setup?

:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:sunglasses:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:
Top row!!!
Hura for Blender and Indigo renderer!

KillahPriest, sorry for not answer for your question, I don’t notice your post before, my workflow is quite simple, base mesh and uv mapping in blender, sculpting and painting in Zbrush, then back to blender for shading, lighting and post work, I usually work on static images so from Zb I export quite heavy mesh, about 1 millions poly plus normal map. If I need better topology for bigger scenes i do re-topo inside blender its more comfortable for me to do it in normal 3d environment.

womball, old guy was rendered in blender’s internal render engine.

Fantastic work and really awesome texturing!
:+1: :+1: :+1: :+1: :+1:

I agree, fabulous work, modeling and texturing!
Very natural realistic looks on the models, especially
the girl, maybe even top row, keep it up!
:+1: :+1: :+1: :+1: :+1:

This is awesome.

Can you go straight from Zbrush>Indigo or do you have to go Zbrush>Blender>Indigo?

Are the eyebrows a texture or done in blender for the girl? How did you sculpt the fine lines in the upper eyelids?

Prosthesis Zbrush>Blender>Indigo

womball I made eyebrows in blender using particles, details on eyelids was made using mostly slash1 brush.

Low z intensity slash brush? When I use it it cuts really deeply. Also what’s your approach for color in the texture?

I start another work, maybe something bigger we will see;)
Maps, including Epidermal, Subdermal and Normal map need more work, anyway here is what I have for now.

zomb.jpg

Attachments

ZBrush Document.jpg

SUperb details and great render…