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Latest Beta work

Hey that’s nice work Glen,

Do you mind telling us how long you spent on the modeling and then how much on the detailing of this dino head?

Your work is always impressive and it helped inspire me to purchase Zbrush last year when the zspheres came along. I’m hoping with this next release that more and more exceptional artists like you, Marcel, Dave and Pixolator will join this board and show us what this software can really do!!!

Jason W. :smiley:

Hi Kircho,

so any ‘real’ displacement, i.e. anything that would be visible edge-on would be displacment, but finer detail would only be seen on the interior of a mesh since they would be a normal mapped ‘trick’? Is that pretty much it?

Thanks,

Steve

CGDude,

It was about two and a half hours for the model and good while longer messing with the textures.

Image

On another note, I’ve only tried Normal mapping low poly objects in Lightwave and then it was with normal maps generated from within Lightwave. This image was a very quick test but gives some sort of idea.

Image

Right you are Steven G :). Glen raises an exellent point here. I think once these ideas become more widely used there will be more discussion. But as you can see for characters that are viewed at a distance Normal Maps suffice , and there is virutally no render panalties. When the character is closer however the differnce is very visible and this is when Disp maps are required. As I mentioned above I’ve found that disp maps look alittle better when using shadows and complex lighting situations…I did’nt test disp/norm maps with GI or Ambient Occlusion but I’m guessing there is a problem with using just the normal maps.

Kircho

Glen Southern…where in the North West are you from? I’m from Nelson in Lancashire and i LOVE the work you’re doing… Might be nice to send you a copy of our (as yet unfinished) new album in return for some cover artwork maybe… :smiley:

:+1:

really nice work