ZBrushCentral

*SubSurface Scattering - Skin Mat & NEW Triple and Quad shaders from Pix on page 5*

These are 2 low poly heads I made a while back…decided to take them into TM v.F using the adaptive UV mapping method.

Man does it rock! and then I tried the seam options…brilliant pixologic!

[img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1044225381wmo.jpg[/img] [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1044225769dar.jpg[/img]

Also working on SubSurface Scattering…be back with more!! :wink:

nice! i like the goatee. :smiley:

edit: ahh and a scarry alien. very cool. :wink:

I am most impressed with the texture of the coat. Very well done Mike! :slight_smile: :+1: :+1: :+1: :+1: :smiley:

nice ones mtb… very cool characters.

Excellent! WTG MTB! :+1:

There is a nice translucent feel to the skin on the first one, not because of the material, but because of the nice, subtle veins you painted onto it. :+1:

wonderful work. Especially the work on the top guy.

Impressive.

mr

the veins are awesome on the top guy. very nice material look also… good job

Love the Space Alien. The texture of the skin is great and his eyes are terrific! :+1: :+1:

Belleski is on my wavelength…I like the alien best of the two. BUTT, then again I am biased, being a past Zabductee :wink: great job on it mike :+1: Are these to be the subjects of your article?

no actually these babies are kind of a stretch before the workout…know what I mean? :wink:

Excellent modellind and texturing bro!!! :+1: :+1: :+1:
Well !!! :wink:

Round 2! lol

The model’s texture in the first post actually didnt go with him (hence the distortion around the mouth, chin, and eyes).

This one does! Total time on texture…about 2 hours. I ended up making the head about 16,000 polys and the texture size used is 2048x2048
In Pix We Trust!
lol
ZB is amazing!

Here is a closeup with post color adjustments in ZBrush.

Sweet texturing MTB, epecially on the round 2 image.
:+1: :+1: :+1: :+1: :slight_smile:

Excellent work Mike!

Have you tried using 3d copy Mahlikus? I think you could create even better textures (no limit on pick shaded). :slight_smile:

Thank you all for the comments.

I thought TM was an advanced/automated 3D Copy?..hmmm.

These are all excellent examples you have provided. So, can you shed some light on this new method of yours? You mentioned TM v.F using the adaptive UV mapping method. Help please! Looks awesome! :+1: :+1:

Another go…Sorry for the big pics.

Closeup


This is a Zscript (1.55b) for everyone to have. In it I have recorded all the texturing and most of the modeling for the above images. The first is a half down render and the second one is a shot at full size. Hope this helps.

Enjoy and Good Luck!

here is another try with the first model save this time I wanted to try and simulate sub surface scattering…or something to fake it.

and then the alien

they both look great , nice modeling and texturing.
Although I feel that the first guy needs some more work on his ears.

Nice go at it Mike. I don’t see much of a change in the alien. What did you do to that one? The “humanish” looking fellow though could use some adjustments on his skin. I think the material noise makes it look artificial. I would try to work the skin “noise” into the texture and not rely on the material noise so much. Break it up a bit more too…add wrinkles and skin breaks, minor skin deformities, especially around the eyes and the lines that run besides the nose down the sides of the mouth…vary the tones in the surface of the lips…the skin on the surface of the lips is much thinner than the epidermis on the face and they contain many more blood vesels near the surface which is why they tend to look more redish/pink in standard humans…but you can change the color to whatever you want since he technically isn’t a human. Also shade the eyeballs (the whites) and I would make the cornea(?) smaller than it is…in normal human anatomy there is generally one eye’s width between the eyes…but this fellow has half an eye width between his and he has very large eyes to boot which exagerate it even more. If you are after a toon or caricature look then that is fine otherwise if you want it to look more real (which it appears you do judging by the time you are spending on the texture) then you need to focus on the eyes…make them smaller and position them accordingly. And I would have to agree with Namek about the ears…they thin out to a point…I would try to beef up the upper parts jus a bit. One last thing…after you have done all this try giving it a little non-symmetrical workover. It will give it more character.

Cheers Bud! :+1: