ZBrushCentral

Valak

That is an assignment I am currently working on, at AIE Sydney campus. The shot is about a guy who summons a demon from another dimension by opening a portal in the car park, along with the demon, two other creatures jump through the portal in numbers and devour the summoner!!!. So far the footage is shot with a Cannon camera, but for the final we will be shooting with the RED camera.

Valak:
Concept: Jason Anocha Williamson
Sculpting, texturing, & compositing: Ibrahim Saad Zaghlool
Lighting: Matthew Patrick
http://www.vimeo.com/28072518

<iframe src=“http://player.vimeo.com/video/28072518?title=0&byline=0&portrait=0&autoplay=1&loop=1” width=“960” height=“540” frameborder=“0”></iframe>

1.jpg

Attachments

m1_web.jpg

m2_web.jpg

m3.jpg

That looks so good! Especially the screen render.

thanks jazylh :slight_smile:

That’s more Mental Ray SSS shader experiments, I hope you like it. Can anyone point out a really good SSS shader Tutorial for Maya Mental Ray?

Also for the turntable is there a way to render Zdepth in Zbrush 4.0?? or is there a Z depth Material out there to help adding depth of field to the next turn table?

I am finished retopology and moving on to high resolution details and then off to texturing ( the current one is a really rough colour scheme)

wow thats gross, really good thou

for the zdepth you could apply a basic material and set to 0 diffuse, and 100 ambient.
and turn lights off and the shadow in render options off.and set fog on.
like this. may need to turn on render-adjustments for brightness and contrast. for aliased render you may need to render in best render though. not sure.
ZB4FogZDepth copy.jpg

i dont use maya but a quick search on youtube i found several tutorials .
hapzunglam has what looks like a good one. good luck on your project.

oh wow thanks divideandrender, been wondering how to do render zdepth turntable :+1:

@ DivideandRender:

If you don’t want a specific image to create a thumbnail in the bottom row, change the ATT and /ATT to ATN and /ATN. ZBC will skip over any images with that tag.

also when you render with bpr u can save your passes and one will be a depth pass. Also… you can use alpha grab depth and get the same thing… alpha grab depth… export alpha to psd

Thanks a lot guys for the nice comments and the useful information :slight_smile: I worked a little bit more on the feet and added some details to the face. I hope you like the progress. Attached as well you will find our latest compositing test. For the past few days I was trying to figure out the workflow from Zbrush to Mari, and back to Maya :slight_smile:

P.S I CANNOT WAIT FOR THE NEEEWWW RELEASE OF ZBRUSH!!! Thank you PIXOLOGIC

New_feet.jpgNew_feet2.jpg

Swee trick… I wish zbrush had 32bits based zdepth though.