ZBrushCentral

RRRAT (creature image - update in page 2)

UNBELIEVABLE :grimacing: :grimacing: :grimacing: :grimacing: :grimacing: :grimacing: :grimacing: :grimacing: :grimacing:

Zbrush at its best. Could modeling 3D get any
better? Could a modeler get any better?
Thanks for sharing this beautiful beast!
:+1: :slight_smile:

Wow! It is great work! :grimacing:

As always :+1: :+1:, Great work! Looking forward to being able to play to! :wink:

Great ROUS!
And a great addition to the RRR series!

-kaz

Wow Pix!! I’ve never had the priviledge to post a comment to one of your pieces before. (You were mostly “before my time”) :wink:

THAT IS AAAAAAA :grimacing: MAZZZZZIIINGGG! With a capital ZING! Awesome stuff. You and 1.6. What a freaking unbelievable combination!

Hats off.

:+1: :+1: :+1: :+1:

Thank you for sharing this piece of work. I am amazed at the quality of this, i knew you were talented but this is realy brilliant. The materials combined with sculpting and texture have made a very beleivable creature. I feel like i could reach out and touch the flesh, and i have an idea of how it would feel. Your attention to detail in the wrinkles are the best, i would love to know how you researched the skin, and wrinkle directions. This realy looks like a masterpiece, without an enironment it is good, as there is enough to study on the creature itself, maybe an environment would distract from the brilliance.
Its work like this that inspires me to get back into Zbrush in a big way, well i am working on it, so maybe soon.

Arran (aka picsas)

ggggoood grief!!! :smiley:

very fine image, with that feeling of “density” you reach in your creatures… have you several lifes, once to build zbrush, and another one as artist?

Hi :slight_smile:
Thank you for your very kind feedback!

I finally had few more hours of ‘test-time’ today so I was able to continue this wip and reply to your questions…
The model is a ZSphere adaptive skin which was modeled in basic-pose and then reposed without losing the work which was done on the base model (The model was fully modeled and textured within ZBrush without any imported resources or references – The ‘minds-eye’ is my favorite form of reference )

 [img]http://www2.zbrushcentral.com/uploaded_from_zbc/200312/user_image-1071157013kee.jpg[/img]     

The model has over 2 million polygons and 2048x2048 texture ( modeled on a fast laptop with 1GB of system memory). The fuzz was rendered with a new ‘fuzz’ shader. The environment created by placing a ‘floor’ and several ZSphere-modeled trees and then sprayed-over with a ZSphere-modeled leaves. It was then further refined by using 2.5D brushes. The water is simply a ‘floor’ which was placed in another layer and incorporated into to the final render by using a basic material with transparency ( turning off the Render :small_orange_diamond:Flatten mode).
Following the ‘final render’, the image was baked and few areas have been emphasized by using color adjustments brushes.

     [img]http://www.pixolator.com/images/RRRAT01.jpg[/img]          

The original image size is over 3000 Pixols wide.In order to reduce the size of the uploaded jpg image, I had to crop half of the image and further reduce its size (but even then, the jpg file size is quite large + noticeable loss of details) .

I’ll continue this WIP and post more info/images in my next window of opportunity,
Thanks :slight_smile:
Pixolator

Very exciting images!

A question: was the adaptive Zsphere skin brought up to 2 million polygons while it was still in the Zsphere state? Or was it modeled to the max resolution of 4, then skinned and worked on further?

The fuzz shader sounds great.

One thing that would help the model become more unified with the background would be if there was different areas of light and shadow playing across its form, as if light were filtering down through the foliage. I know you can create this effect using a stencil and some shading enhancer work, but I’m wondering if it would be possible to have a cookie feature for lights in ZBrush. This would allow an image map to mask and affect how a light plays across the image. Just a thought.

im so curious!
Fuzz-shader??!!
god i cant wait!! :smiley: :roll_eyes: :angry:

wow, I love that environment and the creature ofcourse :slight_smile:

OMG Pix!

2 million polys!!! :grimacing:
A Fuzzy Shader!! :grimacing: :grimacing:
POSABLE! :grimacing: :grimacing: :grimacing:
I have no words! This is to amazing!

Some questions if I may. You sais the system used had a gig of ram!?..wow. I would like to know how I fair with a 1.2gh processor and 768 ram? lol
I tell you the idea of adding hair with a mere material is just beyond brilliant. Thats pixologic for you. Question is…does it have the same parameters as fiber brush? Thickness, lenght, and what have you. Knowing you guys, I would assume so. Also, does it hold up to posing as well? What about animation?

Thanks Pix for this awesome preview…I have been dying to get some ZB goodies from you.

I am going to faint now.
faints

Talk about your teasers! Excellent, just excellent. Looking forward to play time with all of the new goodies! Thanks again!

I guess that looks okay :wink: :smiley: Wonderful picture and thanks for the feature info. Fuzz material? Please bring that feature to me ASAP, it is getting mighty cold here in Denmark.

In addition to Ken’s suggestion of cookies for lights, it would be wonderful if the baked material(flat color) could receive/cast shadows from non flat colored pixols. It would be a real time saver and in many cases remove the need to add shadows manualy. I know you can make a baked layer cast shadows by duplicating it, filling that layer with another material, switching back to the baked layer and rendering…but :slight_smile: If you think of Ken’s cookie lighting you could have the background rendered and baked, insert the creature and render with a light that uses a cookie. The background would receive shadow from the creature but not itself. The creature would receive shadows from the background, itself and be lighted using the cookie.

What!! is this not the Make a Wish thread?? :smiley: Sorry about that, but I had to get that idea out of my system :slight_smile:

Two things to clarify slightly:

The model was fully sculpted and THEN posed. This is why the posed figure in the new image has exactly the same detail that was present in the one that started this thread, even though their poses are different.

Second, Pixolator said “‘fuzz’ shader”. He didn’t say ‘fuzz’ material. Shaders are channels within materials (S1, S2, etc.). Don’t ask me more about it at this time, though, because I can’t say :slight_smile:

So, 2 million polygons, completely posable. Neat.

This feature alone will be a huge benefit for me. I will be doing my comic much sooner than I thought. :smiley:

Thanks God it’s a vegetarian! :o
Very cool and very profetional handling of the
whole!
Thanks for sharing! :+1:

This is jaw-dropping incredible. A fuzz-shader? WOW! Thank you! Thank you! Thank you! I’m being patient. 50.