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Mumm-ra - The ever living!

This is amazing work.
I agree this can be top row once the textures are done.

spot on m8 :stuck_out_tongue:

Man, the pose is much better now! Very good!
Try to give some thickness to the fabric this time, I think it will get even better.

amazing sculpt. I cannot wait to see the final composition. Awesome job on the back muscles, this is just super super work. 5 stars

Thanks for showing the play-by-play on the bandages.

Very neat.

Its too bad your covering up your detail work. =(

with the bandages, you can see some of your detail coming through, but if you keep the cloak, a lof of your work will be hidden.

Maybe you can find an inbetween?

otherwise im liking it more =)

good’un Diego! :+1: I agree with Zanrok - you’ve covered too much up… show more flesh :smiley: :wink: [unless there’ll be lots of holes in the cloth…in which case I rest mine!]

Thank you again guys!!

Benevolence- I’m sorry for not answer your question last time! I didn’t use any book in this case… I just saw some sculptures from one of my favorites sculptors “Jordu Schell”… He’s great, he is the best one doing zumbies!
But I always study using Burne Hogarth’s books and watching Villpu’s anatomy classes.

Nolan_R- I didnt use the extract mesh in zbrush because I wanted to get perfet four sided polygons… So I extracted in xsi from my low resolution model as you can see in my last post.

Zanrok and Intervain- I’d like to show all of my modelling work in this piece, but to be honest I wanna make a new image and I don’t think that would be better show the body hehehe

UPDATES:

I worker the hood a little on zbrush and generated a displacement map to use in xsi.

After that I worked I little more alphas and generated a normal map to use as bump in my final render.
I also created a displacement map for the body.

Normal map:

Displacement map:

The first test of displacement… awful hehehehe

The ligthing setup:

Key Light:

Fill light:

Back Light 1:

Back Light 2:

Back Light 3:

All the ligths working togethar:

80.jpg

amazing work

Shweet!

Just awesome! You do the show proud. I long to see the final render!

Simply incredible work. Looking forward for the finished version.

Fatmiri

Wow! What a great idea and very well executed. I remember the cartoon well. I look forward to seeing the finished thing. Are you going to do the muscley version he transforms into too?

oh I’m loving the lit version :smiley: :+1:

Diego, congratulations! This is one of the best “tutorials”…Go on, and show us more

Hey guys!!

Thank you so much!
Finally I finished the piece!!
Here’s the steps os texture process:

I’ve done base color using polypaint from zbrush:

After that, I applied some photos over the texture using photoshop:

Within photoshop I created all the maps. In this case the Back SS map was unnecessary beacuse there are no back lights working on the skin:

All The passes from xsi:

The Final Image!!! Hope you like it:

Comp_final_Low_zbrush.jpg

very evil! :+1:

wow , just wow …

very nice, this really turned out very nice.

also thanks for showing all the steps in the making of :slight_smile: :+1: :+1:

This is looking great anatomically, and your modeling is very sound also :+1:small_orange_diamond:+1:

Two questions:
1.) Why the ‘Object Space’ normal map, rather than a tangent-based one? (I assume this is for stills purpose only!)

2.) Why build your polypainting on a mid-grey backgound color? No part of the body (SSS inherant or otherwise has a
grey-based constitution apparent in it - from the centre of the body outward to the surface…). Non-lit (local color) should be based on flat local color for best effect; your maps will do the rest :wink: )

Nonetheless, it’s very pleasing to see someone ready to share their workflow with others - nice work :+1:small_orange_diamond:+1:small_orange_diamond:+1:

Chris

Nice job !
Now, we wait for updates of this post in 3D4All forum community, certainly all love this post. :lol:

Hey Diego. Amazing character, and very wel explained step by step. I think is great all the proccess (overall the AO render). Only one personal crit, I really don’t like the final image, you are loosing tons of the wonderfull details.

All the best, and great work.

Victor Marin