ZBrushCentral

Nils sketch book

hey guys, I’m a long time visitor but this is my first time posting. I need to get my portfolio updated and therfore I posted this images to get feedback. I know there are lot’s of talented people here so please fire away. Let me know what you think. Thanks a bunch!

This one is pretty much done. Don’t really want to texture it.
BustA01.jpg

I wanted to put a poll in here but i couldnb’t figure it out. It’s too late, need sleep :smiley:

Attachments

HunterWipA01.jpg

I like the Renaissance bust a lot. I do have a couple of suggestions on an excellent sculpture that’s beyond my skill level.

The hollowed out eyes could uses some dimples or roughness in them to catch the light and make them more real. Secondly the texture makes it look like a plaster - which is fine if that’s what your after. Maybe a some other material to make it seem more like white marble, or bronze - eh? A nice dignified dark - liver of sulfur bronze would be my suggestion.

I like where you are headed with the satyr - will be cool to see a render of the next level of detail.

would u like to make a model of a monster for me I love your work and would appreciate it so much im making a 360 fps and need some meshes, email [email protected] I have concept art.

magbhitu: thanks for the input. You are right I’d like to get it to look like marble but I’m not very good at that rendering stuff. I work in a game company so all i know is real time rendering :D. I guess i need to unwrap the model to apply a proper marble shader. I gotta learn more about mental ray rendering.

And i think you are right about the eyes as well. I need to create new eyeballs for the other models so I’ll rerender the bust once i got better eyeballs. maybe I’ll figure out how to properly use the marble shader till than as well.

Sixpiece: I’m glad you like my work but unfortunately it takes way too long to create a whole ingame model. I’m usualy pretty busy at work and I rather work on my own stuff in my free time. Sorry :stuck_out_tongue:

Did some detail work today on this one. I’m going to post another update tomorrow. C&C very welcome! thanks

FaunWip02.jpg

ooh and i got a question. Does it always take some time for a reply to show up? Does the admin go through all the posts??? Poor guy…

Note from Moderator: We do moderate all posts by new users in order to prevent forum spam. After you have participated at ZBC for a short time your account will change to show your posts immediately.

If you use 3dsmax that GoMax plugin is a great way to learn mental ray, since it converts zbrush materials into mental ray shaders. I usually turn off the displacement though since it’s results are unpredictable (either a bug or something i don’t understand). Once it’s in max I sometimes switch the contents of the diffuse and bump slot over to an appropriate arch and design mental ray material. GoMax makes a composite diffuse that blends the texture and the zbrush shading map.

I don’t use Maya, but i reckon it’s pretty similar going that way also. Kinda like backing into mental ray via the back door - not as bad as you might thing. By the way mental ray in the 2010+ has gotten a LOT easier to use since it’s early days. I refused to learn it for a long time since splutterfishes’ Brazil kicked MR’s ass. Now i’m not so sure that is the case.

Can’t wait to see your renders. I you can disclose - what game engine do you use? Can we see these beasties in an engine maybe?

hey magbhitu thanks for poniting out the gomax stuff. I had no idea it worked with materials as well. Unfortunately i pretty much forgot all of my maya knowledge (does that make sense, English isn’t my first language :P).

The engine we are using isn’t available to the public. For now I planned to render it in max anyway. So the go max may get in handy.

Got a questions about the detail on his forehead. Do you guys think it is too much? Talked to a coworker about it and hepointed that out.

On top of that I think I’m not happy with the facial structure underneath the detail, I don’t think it is strong enough. (Bigger cheek bone i.e.)

Another update. There is still a lot of work left to do on the modeling end. I want to add leafs, grassother plants and more rubble. A rotten iron gate, some rusty torches in the background. And of course the character needs a lot more work but i think I’m getting there slowly. C&C welcome. Thanks.

FaunWip03.jpg

Great Job man :+1:

FaunWip05.jpg thanks modelista :smiley:

Here is another update. Unfortunately I can’t figure out vray so this is a max screen shot. I used the Xoliulshader which is a Directx max shader, it’s amzing! I prefer getting results instantly without waiting for a 5 minute render after changing settings :P.
Anyway I’m almost done. Just ran out of steam today. I’ll finish it in a week or so. Just need a little break from it. I still want to add grass and more plants. A broken down gate and some props and under wear for the guy. He is a little too shiny now too and the texture isn’t all the way there. The leafs are way too stati… ant the whole backside is completly unfinished but maybe I’ll never finish it, dunno. Was supposed to be a turntable though.

I’d really like some feadback. Are there any important things i forgot about? How do you guys like the lighting? Too saturated maybe?

And if you know of a good Vray or mental ray tutorial please let me know. Whatever i found didn’t work.

Attachments

FaunWip04b.jpg

hey guys, I just wanted to get some ZB4 feedback. I played around with it all day today. Spotlight, lightbox, shadowbox and the new brushes are great but I’m a little bit disapointed by the bpr feature.

Ithink it is probably supposed to work like this but colored lights aren’t effecting the bpr render at all. Am I supposed to render each light separatly and multiply the color in in Photoshop?

On top of that I have no clue how to use the shaders properly. How do you use the shader mixer to combine different shaders? I searched this site up and down but i couldn’t find anything. Does anybody know a good ZB material or shader tutorial?

Anyway here is what I’m working on. It’s still wip. The model needs some polish and the textures as well. It isn’t bpr btw :frowning:

HulkWipA03.jpg

:+1: Nils Meyer, nice render.
Oh, I have similar questions too. A tutorial about shaders.
BTW the “quality renderer” renders wrong casted shadows. BPR is better but no color lights indeed. We should start a thread and see if we can help each other.
Copying and pasting shader channels is the key. The sss check in light properties changes the sss effect, have you noticed this?

hey michalis, this sounds good. It seems like you got quite a bit of experience with regular render tools. I don’t know much, cause I’m working in the games industry. All real time :P.

Starting a topic sounds good. Maybe other people know. When it comes to copying shader channels… I tried but when I pasted a channel into a different material it always overwrites the first existing channel…

Some other thing that i had trouble with is the circle mask. When i try to use the center and proportion Option (or whatever they are called) nothing happens. I can’t seem to be able to get proper cirles just egg shaped crapp. Any idea what I’m doing wrong?

I never got to comment on your scene you had posted a few weeks ago, I had it
up on screen to comment and then got side tracked and closed it off by mistake!
So glad to see you have posted some more great work to also comment on.
I really like the expression you have on that characters face in your first post.
He looks like hes been startled by something he’s just walked in on. I really like
that character. He has a really innocent look about him.

Great Work!

When it comes to copying shader channels…

OK there are double triple and quad shaders in the end of the list. Select a ch and paste there, its pixo UI here, remember? :lol:

About masks, can’t help you, I’m testing too. How can we render a second light in BPR? Is it possible?

Haha, thanks Michalis! You are right this is another weird Pixologic thing to do. I was searching for a “create material” tab or something similar. I’ll give it a try and play around with the materials a little more as soon as i have some spare time.

@ SadamHu: Thank you! I’m not done with that piece yet I just neede to take a break with it. I tried to get that startled expression. He was supposed to be a guy who grew up in a dungeon and get’s to see surface and nature for the first time. Don’t think I completly hit it. He looks a little too scared for my taste. Anyway maybe I’ll work on the expression a little more as well.

Ah ok, I guess you could contract his pupils and turn his mouth into a bit of a
relief smile. If I didn’t know what the story was, I certainly had enough symbols
there to make one for me, which I like.

hey guys, here is another update. I’d like to get some feedback before I do the final polish. I still want to add more dirt to the floor and make oil drip from the sentinal’s head onto Hulk’s body. Any other suggestions? C&c very welcome.
Thanks :smiley:

Hulk_RenderA02.jpg

Great piece man, I love it.

I know this seems silly since we’re talking about Hulk, but I think the tears in the pants don’t seem logical/realistic for the piece… I would maybe make it one or a few vertical rips in each leg since they would be more likely to split that way.

It IS a fantasy piece, so not totally essential, It just seems to be the only thing distracting me here.

Great work man, can’t wait to see the final version!

nice :smiley: Hulk is looking great,luv the face…keep it up :+1: :+1: :+1: :+1: