ZBrushCentral

morrisCowboys sketchbook

Cool your alien biker. :wink:

cool alien, cool render

I made this a while back. Sculpted and rendered in ZBrush. He lives underneath your bed

alienFishTeeth_front_lowRes.jpgalienFishTeeth_side_lowREs.jpg

Creepy cool! :slight_smile:

Another perfect render. Do u render in zbrush or in max? Very very nicely done again. It would be nice if you had a video how to on the robot as well. :D:+1:

Very nice work Morris. I really dig the design and style. The style for me has kind of a 80’s 90’s horror movie monster look to it. Big fan! Dig your other work to, looking forward to seeing some more.

Hey, I really like this latest piece,…Really nice render,…actually I’m curious if you can explain how u rendered and composited it,…if you dont mind. I like how there is variation in specularity (which is sortof hard to do in zbrush for me), and the poly paint seems pretty crisp (so often you’ll see a blurry polypaint). In any case, I’ll be sure to stay tuned to this thread.

-j

Firtst of all: Thank you for the kind words, everyone. I’m glad to hear that so many of you like my work.

Now for the q&a:
spec variation: to achieve different spec values I painted with two different materials on the skin of the creature. The material around the lips had a tighter specular curve and higher spec values. Activate the ‘M’ button beside RGB and MRGB buttons just above the canvas in order to paint materials. Please note that materials can not be painted on layers so you have to deactivate all layers before painting materials. If you start painting materials on a layer it seems like it it’s working, but if you turn the layer off and in the material painting will have vanished.

poly painting:
i started off with big gradients in black and white. After that I applied color by changing the brush blending mode in the brush menu. After that I painted photo textures with high contrast on separate layers with spotlight and lowered the opacity of the layers after that.this is the element that brings the crispness to the polypainting.

render and comp:
I always use ZBrush bpr for rendering. The robot I did for Z4R5 beta testing was rendered 100% in ZBrush without extra comp elements, but usually I prefer to render out the separate lights in passes and comp in photoshop. You can find a tutorial on this in the tutorial section of my homepage dbystedt.wordpress.com

I just posted this in the tutorial section, but did not get the option upload a thumbnail, so I’ll do it here.

Hi guys!

Back in the summer of 2012 I made a fiber mesh tutorial for 3DWorld magazine. Now they have put it up online so you can check it out here:

fiberMeshTutorialThumb.jpg3d-world-cover-august-2012-daniel-bystedt.jpg
ZBC tutorial thread
FIBER MESH TUTORIAL FOR 3DWorld MAGAZINE

Thanks for sharing! I can’t wait to try this out! :slight_smile:

Cool, Thanks for sharing!

<svg version=“1.1” baseProfile=“full” xmlns=“http://www.w3.org/2000/svg” style=“height: 0; width: 0; position: fixed”> <filter id=“bpm-darkle”> <feColorMatrix in=“SourceGraphic” type=“hueRotate” values=“180”></feColorMatrix> </filter> <filter id=“bpm-invert”> <feColorMatrix in=“SourceGraphic” type=“matrix” values=" -1 0 0 0 1 0 -1 0 0 1 0 0 -1 0 1 0 0 0 1 0"></feColorMatrix> </filter> </svg><svg version=“1.1” baseProfile=“full” xmlns=“http://www.w3.org/2000/svg” style=“height: 0; width: 0; position: fixed”> <filter id=“bpm-darkle”> <feColorMatrix in=“SourceGraphic” type=“hueRotate” values=“180”></feColorMatrix> </filter> <filter id=“bpm-invert”> <feColorMatrix in=“SourceGraphic” type=“matrix” values=" -1 0 0 0 1 0 -1 0 0 1 0 0 -1 0 1 0 0 0 1 0"></feColorMatrix> </filter> </svg>Just what I needed today, much love!

Thanks for sharing! :slight_smile: Lite kvällsläsning idag då! :wink:

Looks great, will have a look at it! (Probably won’t go to bed in a while knowing what lives under it :wink: )

In may 26:th , Arrested development season 4 is going to be released! I had to celebrate this with some fan art of our favorite never nude, Tobias Fünke. If you haven’t seen the show I say you should.

Zbrush for sculpting and rendering. Photoshop for comp

Tobias Fünke back small.jpgTobias Fünke front small.jpg

Det var så lite så. Hoppas att det var till någon hjälp :slight_smile:

What a great idea. very funny. It’s a fantastic show!!

hahaha thats great!! i love it!

fantastic bro! love me some arrested development…

I did a closeup of Tobias Fünke as well. ZBrush fibermesh and render. PSD for comp. I’m pretty tired of looking at his face to tell you the truth :slight_smile:

Tobias Fünke portrait front small.jpg