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New Character

Amazing stuff and huge gatling gun!!!

WANNA LOOK?

ALIEN FACE HUGGER

MattHHH:sunglasses:

I am teaching a class on zbrush at Studio Arts in Los Angeles… so ive been extra busy on that…but it will come soon enough… :slight_smile:

now i know thats a Spawn Action figure.

He’s ready for big action! Especially if the end of his intestines are tubed to his guns the way they are! Wouldn’t want to be there when the s**t hits the hands! :lol:

Very good - can’t wait for the tutorial.

heres one im working on now… far from done just dont have too much time… Underworld 2 is taking all my time… I made this to promotoe the class im teaching at Studio Arts franky1.jpg

![franky2.jpg|600x600](upload://5PPJeT0xH0elxklCAEgSgf3CQt2.jpeg)

Jesus, how many polys is that? And what kind of machine do you have that allows you to do that kind of detail?

heres the finished flyer…
anyways the class will discuss a production approach to using Zbrush, we at Luma have used Zbrush Intensively for Underworld 2 Evolution (LOTS and LOTS of characters!!! ) , and The Cave… so alot of what i learned in the real world uses of zbrush will be shown… Mostly how to keep everyone in the pipeline from wanting to kill you…which happened to me alot as i was learning the ropes… and being around some of the most talented people i have ever had the pleasure of meeting…

ah this was done onn a PC 1.7 dual with 1.2 gigs and this is 500 thousand polygons… which is nothing… the key is to use the bump viewer wisely…
not only will it look better and more detailed, BUT its easier on the rendering as well as more accurate when rendered in Mayas Mental Ray… if you ever render out in maya and loose all your fine details…probably means youre modeling more than you should and its time to give the bump viewer a chance…i see it as the 2nd best thing zbrush has to offer…

anyways hope you guys like it… Cheers.

PS hey Pete Peat Petrovski get back to work!small_flyer.jpg

elfufu, I’m not going to comment on the overall piece because I strongly dislike it,on aesthetic grounds, as this was a personal work rather then ā€˜pre-ordered’. But I wished to compliment you on an amazing job on your anatomy, mostspecially the facial anatomy!

Some minor comments: for a a mummy his muscles seem to be incredibly large and well toned, that goes also for the amount of fat still present on the body. I would think that we could see more ā€˜boniness’ and a larger valley following the ribcage to his pelvis.

Thanks for sharing your work with us,
Kircho

youre absolutey right… as you can see no part of this model is symetrical. i did not use smart resym at all since its suppost to be made up of several different body parts… one arm is twice as thick as the other…,the chest as well… etc. etc.

Miguel: He rocks! I like the top render a wee bit better than the one on the flyer (more dramatic), but that’s just me. Either way, he’s excellent! You’ve come a long way, Bro. I’m proud of ya…:smiley:

Dickie

Wow, the ZBruish course from you is extremely interesting! I’d love to join if I were there (and not thailand)

Luma Pictures?! I hear only rockstars work there

ya our modeleres are preety much rockstars… like this onecalled ben kaboozer… hes preety rocking… tatoos and all…pete peat pretovsky is preety rocking also even though hes mad all the time… and the jamican thunder… he plays steel drums as he models so he rocks in a carribean kinda way…and the klein-keinstein she rocks too i dont care what anyone else says about her…

and the captain…wipe a tear

I saw a lot of people here talking about the benefits of the bump viewer material, does it mean you actually sculpt the gesture and weight, extract it as displacement map then add the fine details on the same mesh shifting to bump viewer material and extract that as a bump map ?
Just curious
THX, and very nice modeling, nothing to critic here.

What that means is this about 60% of the way into the modeling i slap on the bump viewer material… and an 8k map, although zbrush doesnt allow you to create past 4096 maps, you can import an 8k map and that works fine, amke sure its grayscale for better ram use.

then all the detail that is very fine is done with the bump viewer by using projection master. then i go and with the regualr sculpting tool, accentuate what i did with the bump BUT i need not reach silly levels of subdivisions to achieve that anymore since the higher frequency stuff is all a map… Now what this does is not only make the final results far superiro and accurate when rendering in maya, but it also speeds up your workflow in maya, Zbrush, and more importantly in render time you need to for example tesselate your mesh to 500k polys or say 1,000,000 for the WHOLE character as opposed to 10 million,
the frankenstein is only 500k polys…and i can get almost any detail i would like with that amount of resolution and the bump viewer… NOW assuming i do wannt this to actually displace with the new Displacement exporter i can make that bump part of the displacement or normal map.

hope this helps.

Cheers

elfufu: Very nice work and your class looks quite interesting! Did your rendering pipeline guys have any issues rendering bump maps on top of displacements? I know Mental Ray has some serious issues with filtering, bumps, motion blur, and displacement in animation. They can be resolved but I am happy I am a modeler and not a rendering TD ; D Perhaps you are lucky and using Renderman.

S

no problemms and were rendering subsurface, ambient, and every other trick you can throw at it, and we are all mental ray …

I I know Mental Ray has some serious issues with filtering, bumps, motion blur, and displacement in animation.
actually MR’s motion blur and displacement are comparable to prman, and work quite well together.

filtering can be tweaked, and I recently had some issues with the bump, but if you alter your bump2d’s filter settings and your filemap filter settings, you can actually pull out a great deal of detail even with a guass multipixel filter.

p.s. fufu, dont forget Tim ā€œThe Rockā€

Yep, your workflow really helps, damn! a 8k map, I’ll crash my computer with that, lol, never tried to import a 8k greyscale map though, i’ve got to try it.
As Scott mentioned I too have flickering problems sometimes, not always easy to fix everytime, do you think MR has severely improved in maya 7.0 ? I’m on 6.5 at the moment.

Again thx for the clarificaton, I had never given the BVM a chance, it’s nice actually.