ZBrushCentral

Sean's Sketches (Anatomical Nudity)

Thanks Pro4210 and SpaceMan :smiley:

SpaceMan: The way I got the fibers to appear where I wanted them, like in the cracks, was to fill the object with it’s material first, then use my brush and with the fibers material selected, I paint in the cracks and where I want the grass to be, but I make sure the brush only has M selected, this way it only paints the material.

The material is the same for both images, just changed the colors and the length in the material modifiers. The material is just the basic Fibers material, with tweaks made in the materials modifiers menu in S1 tab, where you add the colors and adjust the size and gravity and such.

Oh, and for the yellow grass I added Noise in the material modifiers. This way it appears to have more variety.

Thanks for the walk through on how you did:sunglasses:

This one has a nice cartoon atmosphere about it - like it:+1:

Extra Dimensional

Thank you for the hint regarding your answer to Spacemans question.
May your inspiration GODS be with you always!

Thanks U_L. Yeah I hope the Muses stick around for sure

[spotlighttutorial1.jpg]texturecomp.jpg

Now that that’s done it’s time to go back to Zbrush and start in with Spotlight. I’ll post shots of that progress as I go along today.

Attachments

spotlighttutorial2.jpg

[ornatewoodzbrush.jpg](javascript:zb_insimg(‘212722’,‘frame3.jpg’,1,0))

Now on to the next bit.

Attachments

Frame1.jpg

frame2.jpg

frame3.jpg

very nice form and shape indeed

Thank you Tuff :+1:

Ok last image for awhile, going to eat, but finished the other frame:

[frame4.jpg](javascript:zb_insimg(‘212733’,‘frame4.jpg’,1,0))

This subtool may not stay in the final piece, not liking it that much.

Went for a bone, ivory and leather type of affair. The ivory was done by simply using the white-out texture from the comp, and selecting Basic Material 2 and painting over it with spotlight. Then I selected Basic Material 1, which is more diffuse, then painted over the highlights after cavity masking. Came out looking like bleached bone ivory mix, which is alright, but the tool itself is very meh and detracts from the piece more than it adds I think.

But anyway, now for the last big ztool after some food, almost done actually.

[steampunkdoorfinal.jpg](javascript:zb_insimg(‘212743’,‘steampunkdoorfinal2.jpg’,1,0))

Decided to finish it tonight before I crashed. Changed around the subtool I didn’t like and rendered out a couple up close and personal shots to show the texture pretty clearly, and this concludes the demo of how I work with Spotlight to quickly texture very complex meshes. :lol:

Attachments

steampunkdoorfinal2.jpg

[Fahana1.jpg](javascript:zb_insimg(‘212846’,‘Fahana1.jpg’,1,0))

I want to try my hand at using Spotlight to texture a character now, after all this …non character stuff. But first, I need a character!

So I spent today working on one, this is where I’m at so far. No pants yet because I’m still deciding on a skirt or “breeches” for the look. I’m leaning towards knee length breeches so that I can model some boots and have the boots at least be visible. More to come, just the genesis really, although it took much of the day.

I messed around alot though experimenting with random stuff but didn’t get any good results worth showing, although I’m close to coming up with a good way to do chainmail pieces using mesh insert. Still haven’t got it sorted yet though.

[fah1.jpg](javascript:zb_insimg(‘212991’,‘fah3.jpg’,1,0))

Not too much progress but I didn’t have alot of time to focus today. The boot took most of the time I had to model. I began sculpting it from an extraction, but ended up just doing a basemesh for the boot in max based on her foot/lower leg. Gave me a cleaner mesh to start with.

Changed around the shirt, gave her breeches, some bows etc…some work on the hair and whatnot. Probably ready to start subdividing and sculpting tomorrow.

Attachments

fah2.jpg

fah3.jpg

[[attach=213392]rogueshirt1.jpg[/attach]]rogueshirt1.jpg
[[attach=213394]rogueshirt3.jpg[/attach]]rogueshirt3.jpg
[[attach=213393]rogueshirt2.jpg[/attach]]rogueshirt2.jpg

Some WIP shots of work on her tunic/leather armor/bandolier bags. The bandolier strap is just a placeholder to help with scaling the bags.

[zbrushgun.jpg](javascript:zb_insimg(‘213716’,‘zbrushstrap.jpg’,1,0))

Some work on accessories. A coiled rope, which I may do a small tutorial on as maybe some people might like to see how it was done. A small rope pulley thing, for rappelling, grappling or other fun stuff and the beginnings of a wheellock pistol, which is turning out really fun to model. I also modeled a complete set of some thieves tools, but I need to redo the modeling to bring them up a bit to match some of the other stuff here, they’ll be useful to use as reference for the next attempt at modeling them at least.

Attachments

zbrushstrap.jpg

what - no comments here on the girl? what a shame.
you are doing excellent work here. very nice designs with a lot of character.

one thing that bugs me a bit about the girl is that her arms are so extremely straight like sticks. I know it makes sense due to the sleeves, but still. what makes it so obvious for me in contrast are the wonderfully curvy shaped legs ( not to mention her butt).

regardless - lovely stuff :slight_smile:

Hey thanks Julian_K! Hopefully the arms take on some more shape as she progresses I’ll keep my eye on that, thanks for commenting, always appreciated :smiley:

[Zbrush_gun_1.jpg](javascript:zb_insimg(‘213866’,‘Zbrush_gun_2.jpg’,1,0))

Some more work on the gun. I’m looking forward to using Xpose when I’m done, so many subtools, should look pretty cool Xploded in Xpose :laughing:small_orange_diamond:sunglasses:

Attachments

Zbrush_gun_2.jpg

nice work ex. ill say one thing its been a tough crowd for comments lately. i try to leavem when i can but in any case i like your gun so far. i did want to comment on one little thing with it. i would kinda wath out on changing the style of the celtic notting too much. it kinda fools with the really nice flow youve got . just talking the contrasting between the handle and the stock on the side. i would suggest going witha softer more elegant not. good zbrushing tho and cheers! :smiley:

Hey thanks Loki, I see what you mean for sure about the knot pattern. I’ll try to change it around next time I get to it to a more…cohesive pattern. Thanks for that :+1:

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Also more work on the gun, refining stuff, bring out some details. Loki_22 I didn’t change the plate knotwork yet as you can see, that will be something in the next render, but I did refine the knotwork on the pommel.

Attachments

fah22.jpg

fah23.jpg

*edit zbrush central is being weird and messing up my post I’ll wait a bit and repost this[zbrush_skin1.jpg[/ATT]%3C/font%3E"]

](http://%3Cfont%20color=%22#9A9A9A%22%3E%3Cbr%20/%3E%0A%3Cbr%20/%3E%0A[ATT=214693)

Ok let’s try this again

[fahskin1.jpg[/ATT]%3C/font%3E"]fahskin1.jpg](http://%3Cfont%20color=%22#9A9A9A%22%3E%3Cbr%20/%3E%0A[ATT=214756)

Not going for photorealistic, but for a stylized version for my model. Worked on the skin shader, from scratch based on the quad shader, did her skin texture, left it very plain since most of the skin will be hidden. But went ahead and painted it all anyway, since who doesn’t like texturing skin right.

Most of the work was on her face, which will get some more attention later once it’s posed and I need to find an expression that fits. When I get to that late stage.

No idea why zbrushcentral isn’t displaying this post right, maybe it will fix itself, who knows~!

Attachments

fahskin2.jpg

I like it and find it interesting. It has a painted look to it :slight_smile:

I really like this painterly effect. Are you using some sort of SSS shader for the skin ?