had to check out the sss magic. using this quicky i made in sculptris.
I just started with the sss material on the soldier model. if not for that i dont know if i would have gotten anywhere… rendered in zbrush 4.
Looks great!
Awesome. 2010’s a good year to be a Pixologic fan.
I clicked on “render” saw my work being rendered, but…this might be a silly question, where does the file go? does it save it as psd? jpeg? where does it save it?
@TrappedInFlesh Before you render go up to the rendering menu and turn on Create maps. once your render is done you can go back to the rendering menu and save the image,AO,Depth,shadow or mask.
Also great render (and model) I am still getting my head around all the cool new stuff in zbrush 4
You can use ‘Create Maps’ in the Render palette if you want to assemble them in an external editor but you can also export a render directly using the Document>Export button. It is not saved automatically.
thanks and yes it is looking like a good year to z.
I wish we could setup the passes or get a flat spec and so on.
I noticed if i hit render - best render, then do a bpr on that without clicking in the canvas is overlays the two renders or something odd.
Thank you all. I just installed Z4 last night and have to go to work (not art related retail job ), but I’ll be checking it out on my lunch break on my laptop.
another one. kinda wierdo. seems to get shadows when sss on that make it look dirty i dont think its the ao.
Really excellent work. I can’t understand why when I use an SSS render, it just renders my models as very dark. Is there something I am not doing correctly- This happens even with the Solider Model… May I ask what you are doing to achieve the SSS effects?
Use higher values for the Res in the BPR sub palettes.
could be many things.make sure your using the bpr render button not the best render option that is under the render types.
Another test. I started with the rhino project material.The focus was on the two most obvious modifyer colors. the other two are off, and set to blue.
Not even sure what those do at this point but they fake a good refflection when set to a light blue color. its a bit messy but i hope it makes sense.
cool, I dont know why, but it reminds me of a ball of rice krispy treats
Mmmmmm. So huuuuuuungry.
I noticed if i hit render - best render, then do a bpr on that without clicking in the canvas is overlays the two renders or something odd
I’m not sure about this. It seems that when bestrender is checked, BPR can render multiple color lights but no sss of course. Watch the cast shadows, best render is more acurate (z shadows off).
About dirty SSS look.
Separated maps output is the solution, AO layer can be colored so not to look dirty, shadows layer too.
About SSS, please have a look and participate here
http://www.zbrushcentral.com/showthread.php?t=92983&page=3
Hellos,
I noticed its hard not to crank up the sss values. I did a test render showing the sss value set to 12( in the s2 material slot) and at 100.
Im still going off of the rhino sss project material.
I like that I can press the little circle and render just that single material and not all three. I think i had been setting the scale (sub surf falloff component) to high and just getting ears and nose stuff to glow it should be much deeper then that. i set the minimum to 1. max 100.
starting a centaur think. ill have to check my mythology .
i had to start a new material. I made a quad shader skin material. it still needs tweeking but i got it so the shaders slots are s1 overall diffuse ( but i actualy use the specular intensity), s2 sub dermal and s3 epi dermal, and s4 a specular .
i used the demo soldier, few adjustments couldnt help it. no texture used just flat color, wich is a bit off… single light source. I cant be the only one still obsesing with this stuff?
Problem with the specular. I cant get it to be facing.
let me know what you think.
I rendered this image twice. with ambient lights at 10 and at 40. with these two images i comped in photoshop. i still cant get good back scatter working had to poly paint the ear a bit red.
here is a zb render with lights at 40 ambient.
Attachments
Nice renders, the last OK, you over did it but its interesting.
i still cant get good back scatter working had to poly paint the ear a bit red.
I think this may be the right way.