ZBrushCentral

the wrestler (WiP museum_scene)

Thanks cherub
Hey it was a joke, something to explain what this shirt, glasses and classic like hair are doing here. They simply don’t fit. :lol:
I didn’t find the time to work on a second version of this portrait. Without hair, going for particles and realistic painting.

Just stopping by Michalis to say that i’m still realy enjoying your threads, works, experiments and explorations…Inspired,…and Inspiring as Always…:+1: :slight_smile:

Thanks SD.
More experiments, less art, it’s me, always.
art and technics have something common.
Technic comes from the greek “techniki”. Techni=Art. See how close they were once upon a time.

Oh no…don’t knock experimenting or put it into second place Michalis…It’s the journy that leads to art…wouldn’t and couldn’t have art without it…Art was always, and is, and will also always be a child born of and by experimentation,…and your work is proving that to be true today, just as it was true in the beginning when the first caveman or woman put that piece of charcoal from the fire to the wall of the cave they called home, and said to himself or herself…I Wonder…:slight_smile:

Never knew that thing about the word technique that you posted above…Thanks for sharing that bit of knowlage…Never to old to learn something new…:+1: :slight_smile:
Keep Inspired Michalis,…and Inspiring…:+1:
Glenn

Never knew that thing about the word technique that you posted above…

But they invented airbrush, interesting and surprising. Airbrush like tool before brushes.

Ah…Took me a minute to figure that one out…:smiley: Then I rembered the hand prints left behind on those walls…Put a :slight_smile: on my face…Thanks for that :slight_smile: Michalis…I needed it…:slight_smile: :+1:

Thanks SD,
waiting for the new zb build.

Two fast doodles, waiting for zb4r2… tic tic …
Sculptris mostly, fast retopo for zb needs only, zb BPR.

GarghorseDoodle.jpg
dogG.jpg

Great renders and job done on these Michalis.:+1:.Waiting to see that Mammon on the tiger done by you using this method that you’ve been perfecting while experimenting and exploring…It should come out great if you choose to do it I think…:slight_smile:

Waiting for my ticket and doodling in zb. One mesh here (remesh all) at~500 k. BPR
PortrF1.jpg

Doodling and learning dynamesh and new BPR.
Based on a marvelous chinese bronze.

elefDr1.jpg

Nice sculpts and renders! And you’ve got some really nice materials going on there as well!

Really enjoying this last post Michalis.:+1:…Tons of ancient thoughts and imagery from China to discover and choose from…A new and exciting frontier for your digital explorations to explore and dwell upon…:)…Can’t wait to see more…:smiley:
Some of those ancient scroll ink paintings from China done on silk are also amazing, and full of ancient myths, spirit creatures,divinities, and the wonders of nature and mans concern and thoughts regarding it, and his/herplace in it…Being a small part of it, and not standing above and seperate from it is the best aspect of those ancient visual teachings, and is what always drew, and still draws me to the ancient art works from China…An ancient wisdom that has been forgotten and forsaken by the modern world. modern China included…Needs some art and artist to reawaken that ancient forsaken and forgotten wisdom, and wisdom it from it’s long sleep I think…:smiley:

Nice bronze look :slight_smile:

Clean sculpting as always. Can you post some more shoots ? Surface is done by surface noise or hand sculpted? Would be great to see it renderd in mitsuba :confused:

thank you! KrakenCMT, SD, Aumakua

It isn’t a matcap. It’s based on standard shaders, two nodes actually (on materials modifier) . An influence from an excellent Julian_K’s bronze material.

Some thoughts on new ZB4r2 shader editor:

  1. Density of shadows: we can control it under material menu/ environment. Under render/BPR shadows this controls the density of casted shadows on background only. But, here, the rest of parameters control all shadows in general. An inconsistency of the Zb UI.
  2. Under material/environment: this has to be set for every node of a multiples nodes shader (material modifier). Pay attention on this!
  3. Matcaps: We have a situation, matcaps are altered by lightcap editor. It isn’t that simple. I may set up a lightcap for a default shader but if I change my mind and try to apply a matcap then I’m facing a conflict. A conflict in multi nodes shaders too (tex modifier) as lightcap will load a new matcap-like in place of an already existed texture in the texture modifier’s selected node. If I had selected S1 for instance, if some texture existed there, lightcap will replace it.
    A question, if this happens, then, how can I undo this, except restarting zbrush?

Another doodle-experiment.
This time I used SketchUp and downloaded an ionic column model. These are free models to use and a great 3d library.
All I need is the free SketchUp and a free obj ruby exporter.
Dynamesh rocks, remeshing this so and so topology. Then just suclpted on this, 15 mins. Lot of fun. Lot of wrong details but it was fast. See my point?

ionic.jpg

Another doodle,
Figuring out possible new workflows.
Again, using sketchup and access to 3dwarehouse. Dynamesh is a forgiving parsing method.
In 15 mins.

music.jpg

Sweet sculptings and impressive materials, congrats!

Michalis really superb, good job :+1: