ZBrushCentral

Kull of Atlantis

So weird, I was just at his blog looking at all the pics (like 5 minutes ago!)…came here, and here’s a great 3D likeness. Fantastic.

Before that, I was at his studio sitestudying the anatomy of his sculpts. Great reference.

Anyway, love your sculpt! I want to see more. :slight_smile:

:smiley: impressed
any chance of getting a closer look or a brake down?

Top row stuff to me! :+1: :+1: :+1: well done!

Thanks for the comments!

A few closer shots:

570995842_ff8c90fcc0_o.jpg

I will post some images of wireframes and low res meshes later today. (hopefully!)

I say only one : WOW :wink:

Compliments, I like your work.
The proportions and the anatomy are very good.

Hi, can you tell us about your workflow to render this. Do you use displace or normal map on your low res mesh or anything else, it’s always interesting to know the technic used to have such good results like that.
Thank’s Nico

FANTASTIC model!very well made! keep us updated!..

This looks like top row to me.

very nice and clean modeling!

:grimacing: Top row work !!! :+1: :+1:

Amazing, keep up the great work! How did you get the ringmail?

amazing!! really amazing piece of art

Alex Oliver

Thanks everyone!

Derzuzala: I use Multi Displacement 2 to export displacement maps from ZBrush, with a mesh of a few thousand polys as the base mesh. In 3DSMax, I use a turbosmooth modifier with 1 or 2 render iterations and a VRayDisplacement modifier with 2D displacement (because 3D just made a mess). I find it helpful to import a small part of the highest level geometry from ZBrush to Max to compare to the displaced mesh when I’m tweaking the values. Also, I make sure there is no filtering on the displacement map file.

I’m still trying to get my head around rendering displacement well, but so far I’ve found there is no sure fire method to get it each model looking good; and there is always loads of trial and error involved. Hope this helps!

Longsight: This is what I did to make the chainmail:

  1. Model a simple NURBS surface (shown in red) in the place where the chainmail is going to be.
  2. Duplicate the surface and flatten the CVs into a plane.
  3. Make a blendshape out of the second surface with the first surface as its target.
  4. Arrange the rings in the second plane (ie interlocked, but basically flat).
  5. Use a wrap deformer to wrap the rings to the second surface.
  6. Ramp up the blendshape deformer to shift the rings into the space of the original surface. (ie where you want them to be)
  7. Tweak the wrap envelope to eliminate the dodgy bits and voila!

Very very nice work, clear details and later I hope to se the :+1: texuring:) . Cheers

great details and thanks for sharing! :+1:
vray - rock

Love the model and it’s presentation! Very nice work.

amazing model u got here…
really great job…:wink:

Excellent ! I like your work.:smiley:

A few screen grabs from maya to show the low res mesh wireframes without smoothing or displacement, and NURBS topology.