ZBrushCentral

Rango-bust (Dynamesh work)

Hi,

this is my first work with the new Dynamesh of R2.
A Rango-bust.

100% Dynamesh-work, rendered with BPR and a little postwork with Photoshop (the eye-colors and cornea-specs are painted).
Dynamesh is incredible, as it also enables me to add very fine details during the sculpting process. Only for the very last high-res details, a final subdivide was necessary.

Some detail-shots:

Attachments

Rango_9_BPR-Render_neu_bearbeitet.jpg

Rango_no_color.jpg

Rango_Detailshot.jpg

Rango_Detailshot_1.jpg

Rango_Detailshot_2.jpg

Rango_Detailshot_3.jpg

very nice, you’ve gotten the form down pretty well. keep it up!

Sweet Rango bust, I love his neck, and all the litte details, did u use an alpha for all the details or did u carve them in yourself?

Thank you.
The skin-details are done with mainly two alphas. One came from the ReptileAlphaPack, one I created myself from a picture.
Dynamesh is really fun to work with.
It has some restrictions, for example it is not easy to get an UV-map on your high-detailed model when you have finished sculpting and you have to be very carefull with the remesh-function when you already have some nice details on your model, but beside that, Zbrush is for the first time how I wished it to be since years.
I am still playing with the BPR-Render-settings that also is a huge step forward compared to the old ZB-renderer (that I never understood).

Haha that’s awesome :smiley:

Similar, but the scales are way off.

…details! :cool:

Oh thats so great the alpha worked really nicely. Is there no way to turn off Dynamesh when it comes to the final stages of a model?

Thanks.

Here is a short description how I worked on Rango

I started with the DynaWax64.ZBR-template-Sphere and raised the Dynamesh-resolution to 1024 (Maximum). My Machine has 24GB RAM, so that worked without problems.
I also activated the Dynamesh-projection-Button and lowered the blur-slider to 0 to ensure that fine details are more or less completely transfered to a remeshed model every time I used that function (STRG + LMB-Drag)
Then I sculpted away, adding relatively early finer details to the raw form to get a feeling for the character. All was done completely in ZB with Dynamesh by pure visual comparison with two photo-references, no use of external apps or image plane etc.

Here the main steps in the process:

The eyes were separate subtools in the first steps, finally merged with the head into one mesh and detail-sculpted to fit seamlessly.
Color was done by polypainting.

You can detail with this technique very fine with Dynamesh being activated all the time.
You can also subdivide your mesh while Dynamesh is on.
So principally, all can be done to the very last step with an active dynamesh-function, there is no need to deactivate it.
I only did it for the last and finest details to avoid an unwanted remeshing, as with a very high detail grade, the dynamesh-projection cannot properly project the same quality of detail again into the new mesh. So that’s one of the current limits of Dynamesh.

The scales are way off, but the overall form is pretty great. Also, notice the plus sign shape on his eyes? You have the colors opposite.

Attachments

RangoComparison.gif

great work !

Here an update with a Stetson, rendered with VrayforC4D under C4D R13.

This is almost all Vray, only DOF and cornea-highlights are added in Photoshop, no major color corrections were necessary initially, but I added now a warm-filter later in post.

24Gigs of RAM? Did I hear / read that right? 24Gigs? Good night alive! My brain, MY personal brain, the one that is sitting in my head doesn’t have that much memory. Crud, even if you combine mine AND the extra one in my closet, they both add up to a measly 4Gigs. OK, that’s it… I’m trading this thing in for a newer model. 24Gigs? I want one of those! Great work, by the way! I haven’t seen the movie, but it looks just like the character,as far as I can tell… although my memory ain’t what I thought it was since reading this post just a few minutes ago. 24Gigs? Crud, I can cook eggs on my rig right now. With that much RAM, I’d worry that the couch AND the cat might leave charred spots on my carpet.

Have a blessed day,
-kmkenpo

System.jpg

:cool:

i’m not really sure if the 24 GB makes a difference for a high resolution on dynamesh , since zbrush itself is only 32 bit (until Z5).

Work in Zbrush and go to task manager , resource manager and check how much ram zbrush.exe uses. I doubt it’ll go that high.

Looks really great!
How long did it take to make it?

Yes Namek, that’s right.
ZBrush doesn’t use that much RAM of coarse, but it enables me to give it the maximum RAM it needs with high-res Dynamesh AND I have still beside ZBrush a smooth working system and C4D and Photoshop etc. simultaneously opened.
So, compared to my old system with 4 GB RAM, the difference is huge in the daily work with 24 GB now.
And when it comes to render with vray in C4D, this work would not have been possible in the short time I needed so far or regarded the in C4d imported highres meshes from Dynamesh, would not have been possible at all.
I exported the highres meshes from ZBrush without retopo or decimation master to get the maximum details , no bump, no displacement.
12 cores power with 24 GB Ram, that is a big difference in Cinema 4D. I could import all highres meshes, pose them without waiting half an hour for the screen to be updated or just seeing bounding boxes instead of my models. C4D worked smooth, and Vray did need only a maximum of around <15 minutes for this shot in 1280 x 720, containing several lights, 3 stacked materials with SSS and Vraydirt and transparencies etc. Not bad for a single machine, I think. Turns frust into lust :wink:

Blackshore Looks really great!
How long did it take to make it?

Thank you.
Modeling in ZBrush with Dynamesh was around 3 to 4 days, then 1-2 days for the texturing with Spotlight and the BPR-render-version (first post), and 2 days for the Vray render-setup.

thats not really true…
yeah, zbrush is 32, but it uses more than only 4 gigs (even if its configured to use max. 4)
i see myself when i go really highres with many subtools and stuff, my memory falls often out of my 8gig-border and sometimes, if my 16gig virtual memory isn’t enough, it crashes.
so it has to use more (i think it uses all possible ram)

anyway, i am just curious how much you spend on such a KILLER-MACHINE… i wished, i would have such, but i am really happy with my self-built system (even, if it’s already 3 years old).
bet this blows your sculpting speed up…
i am really jealous!

anyway, i am just curious how much you spend on such a KILLER-MACHINE… i wished, i would have such, but i am really happy with my self-built system (even, if it’s already 3 years old).
bet this blows your sculpting speed up…
i am really jealous!

http://www.agando-shop.de/product_info.php/info/p1507_AGANDO_fuego_7980i7_tsli.html

Watercooled :cool:

I overworked the Vray-shader-setup totally, now I use two separate SSS-materials for deeper SSS and translucency, especially on the horn-plaques and knots. More billiant colors.

So, this is the final version: