very nice
was this rendered inside of zbrush? also if you dont mind being that you work for a big co. how has your experience been with the displacement maps in renderman.?
Great organic modeling I am very envious of the shape and volume you are able to sculpt. Much more practice for me I guess, or maybe I should just stick with the alien/monster heads
Thanks for the extra info/advice.
yeah! you did a very nice job
Great skycastle¡¡¡¡
Andreseloy
Thanks guys,
Elfufu yes these are just rendered inside of Zbrush. As far as using the displacement maps in Renderman, they work very very well.
Over the past year myself Tibor Madjar and others had the pleasure of working with the
pixologic team on getting production ready results out of Zbrush. Right now with Z2 there is something for everyone to be able to use be it for Games, Film or at home fun like Ive done here. We used Zbrush beta for work on ROTK as Ive said many times. All I
can say is that Zbrush works well and allows
one to do things that you cant even think about doing in any other software!
If you need more info about rendering let us know.
Dave
Skycasttle In your authorized opinion which place have Renderman and UVMapper in the context of this ZB2 version?The benefits, the complement…
Thanks in advance
Andreseloy
did you render this in maya or zbrush?
great work skycastle and i hope to see more of you soon.
Wow! Amazing work! And you did all this in only 5-6 hours? :eek:
takes a moment to catch his breath
If it’s not too much trouble, I’d be curious to see earlier stages of your model (the ZSphere, low res topology). Thanks!
I have a question about rendering in renderman the results in zbrush I wonder is normal mapping better solution for realistic rendering and fast animation can the detail like pores and small wrinkles be recovered with normal map in renderman and only with custom shaders???
Andreseloy,
Im not sure I understand you question??
What is UVMapper?
Dave
Skycastle, I’m curious to know what is your computer configuration …?
UVmapper is stand alone application witch can do or redo the mapping coordinat on a 3d model.
At home
2.8 p4 with 2gigs ram. At the studio
two 2.4 p4 with 4gigs ram each. Zbrush runs
faster on the dual proc machines.
i guess my biggest concern dave is how would a studio see a demo reel if the user uses zbrush alot, for example my work i think really has improved since Z2 i can get the detail i have always wanted. i always start in maya making sure i have my edge loops and such for defomation etc. but Would you look down at a reel yourself? or would your co workers?
Good question. Zbrush has just come out
so Ive never seen any reels with work of this kind of detail. I can see that some
modelers would be better than others at this
sort of thing. When you take a model to the
level that Zbrush allows you it requires extra skill that most cg artist have not had exposure to.
As far as getting a job in models. Look at the most incredible cg or physical model you can find and then match the quality.
Do two “organic” models and one “hard surface” model. Do UVs for all the models ( and show that ) .Then do blend shapes for facial and then some muscle blend shapes
( like for the shoulder, chest neck area ).
Render everything ( including displacements ) and show wireframes for everything. Send that package out to 10 studios of you choice with a proper resume.
If youve done everything well( and they need people ) you should get
some positive feedback.
(Look at all your models. If one is not as good as the top stuff youve scene out in the movies games or whatever throw it out and keep working.)
Good Luck
Hi Dave,
I don’t own Zbrush 2 yet but am interested in the Zbrush/Renderman workflow. Can Zbrush export models in Renderman’s RIB format?
It would be really nice to have an ‘external renderer’ button that would allow users to test render their creations with a production renderer while working on them. Do you use something like this or is the Zbrush renderer close enough to provide good feedback?
Thanks,
Eliot
As far a feedback, I dont need to render anything out. What you see is waht you get.
The high res geo gives up all the feedback I need.
You can set up a simple shell script to
convert maps to .tex then just assign
a shader then render.You can even have a shader made to consider multiple maps in a
directory that are to be assigned.
Thanks Dave for your answer, is complete and very stimulating¡
Andreseloy
First class modelling work,very realistic human figure.
Dave
hey dave i know many people are really doing the majority of the models i see on the forums directly in zbrush or starting with a very very very low rez box figure with edge loopes established for facial animation etc. however my question is how does that differ from say weta, how detailed were the “cages” before they were brought in to zbrush? im just thinking how this is incorporated in the real world.