can you share your rendering technique? I can never get my renders that crisp with a ZB displacement map…whats your secret?
-Billy
can you share your rendering technique? I can never get my renders that crisp with a ZB displacement map…whats your secret?
-Billy
LD i rendered the models out in XSI
fnote i didnt use the displacement map on any of these models, what i did is model my polly in XSI and use zbrush to create bump map
hope these answers help
steve
steven you did it again. … hope you find a job!
The perfect modeling reel…
cool choice with the music too…it enhances the whole thing…
…makes you feel like all these creatures come from that same creepy…alternative universe…
Also interesting to see the different approaches to ZBrush as a modeling tool.
Here, the already highquality/highdetail model in XSI and only use ZBrush as a texturing tool (bump)…compared to, for example Metamesh’s last pose with that hilariously lowpoly boxmodel in max…that he turned into an amazing highquality/highdetail sculpture in ZBrush…
hotdamn …all this **** makes you wanna model 24/7…
…sorry gotta go to the laundry now…anybody can spare me a 20 pence piece:(
very nice stuff man… great…
a question for everybody…
i think it should be possible to get the same result of the we got here using much less dense mesh… and usicng dispmaps+ normspace bump to get the result… what you think it’s the better way to approach a producion rendering oriented model?
Steven,
Really nice work. Good luck on your search. I’m sure you won’t have any problems. Anyway, I really liked the rendered wireframe look. I know this is a zbrush forum but let me post this question to all Maya/Zbrush users. Can that effect be done in Maya? or will I need some sort of plug-in to do so. Thanks.
I think the fastest way top do it is to render out the uv set from maya and then apply it as a texture…
3d55steven, really great work, no matter what apps used. Everyone has a particular work flow, depending on info they have been provided. As long as you can adapt to the needs of a work/pipeline environment you will be employable.
For the fellas listed below, this probably isn’t the correct thread for this, so I’ll keep it short.
sephirothsinic, yes to both your posts.
Aseesl8er, yes.
hey steve,
Just had to post my congrats here on my fave site zcentral. Watched your reel again at home, and it definitely gave me some much needed inspiration.
good luck
B
I like you work very much, ist excellent.
amazing models and wonderful lighting! great work!!!
cool reel, good luck, say hi to vancouver for me.
thanks everyone for the nice words,
Aseesl8er its is rendered out in XSI using “hiddenline removal” then later on comped on to a grey shaded render
bryn definalely will keep in touch, hows life in sandiego?
cheers
steve
i love the lighting man, the mesh is so clear and heavy but at the same time the line flow is so acurate. the last model looks like is unfinished but just becuase the concept has more things on it. like the flints. and the brankets in the side of the head. but its inane cool.
Really Great Great Job!!
Greetings from Argentina!!
Gustavo
gusansaldi soy de argentina tambien, te escribo para decirte que tengo ganas de ver que anda haciendo la gente por acá, no conozco a nadie que se dedique a esto, si te interesa mi mail es [email protected]
Steven i hope this message don’t bother you. Thanks.
I saw your site and reel, exquisite!
hei man good job!
i just would like to know the tecnique you used for the backface lighting “inside” che wolf creature’s eye…
that would help
bye
I wonder what this guys up to these days. I really like the works. Very inspiring as I started to get into 3d. Are you alive?
he is working at blizzard entrataiment, so you can check his work in the new startcraft 2 game cinematics.
ahh Sweet!