ZBrushCentral

Wagon cadwallon

Congrats on top row, terrific work!

Wow, this is fantastic! Probably the best I’ve ever seen!
And I’ve never heard of this Paul Bonner either, love his artwork! :slight_smile:
Would be fantastic if someone made a game based on this artwork!

This…is Brilliant!!!

Great! Excellent, and thanks for the in progress shots.

awsome !

Fantastic work… :smiley: :wink:

As expected… Top row…Congratulations…:smiley:
I have followed this work of yours from the begining and i must say i was really impressed with each update of yours…
And the final image is simply amazing…
:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

excellent Work !

It turned out brilliant! Could u possibly share your process of painting over the render in photoshop?? I just cant imagine how u did all the plants and all the little details! Thanks in advance! :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Fantastic work!! great detail:sunglasses: I’m new fan of Paul Bonner’s work, and this looks very close to the original piece. Congrats!:+1:

Awesome! Nice humor. :smiley:
Love the amount of detail. The piece has a nice citadel minitures feel to it…

I’ve been following this piece and its very inspirational. Great to see the WIPs and then eventually the final. Excellent work, you should be proud

WOW! amazing! my favorite on this forum!!! i love it!

two questions: Could you tell in quick steps how you create a pants or something for a dwarf or human or what else? :blush:

And whats the material of your render? its so nice and clean :open_mouth:

you made a huge job, so top row is well deserved! congrats!

Awesome job! Good job on top row.

Great work! Congrats on Top Row!:+1:

thats great work mate…So much work but the final image is rewarding.

Hi everyone, Thank yooouu sooo much! So happy about all your very very kind comments! :smiley:
Glad you all enjoy this work.

<b>Winkelwagen</b> Thanks! In this particular project I worked alot using both Maya and zbrush, exporting meshes back and forth when building. So for the pants/skirts/kilts they all wear in this scene I simply started with a cylinder in Maya that was shaped to fit the current character and then it was exported too zbrush for furthur shaping and detailing. For doing pants I would say using the extract function in zbrush is the easiest way. If you have a base mesh to extract from that is. The material you see is not a zbrush material, but a maya shader that is rendered in mental ray. I hope that answers your questions. :) <b>Darukin </b>and <b>meletis</b> was wondering about my workflow for rendering and coloring so here goes: As mentioned earlier the sculpts was imported into Maya after some polyreducing in zbrush. The final maya scene was about 8 million polys. When I had all my elements in the scene I did a few simple shaders that I could use. One very simple blinn-like material with a very soft specular that was used as an all around shader that worked well as a base to paint on. It was applied to almost every part in the scene. A shader for the hair and beards and one skin shader, with pritty much the basic settings. I used no maps what so ever. I didnt even have UVs on my meshes. Also did a few shaders for spec-, reflection-, ambient Occlusion- and Mask-passes. For lighting, I could have set up my own setup, but instead I choosed to use sIBL, wich is an easy way of getting realistic lighting fast. Its is a free plugin for most 3d packages from hdrlabs, With it you can easy import a highquality hdri image from their library, or your own, and it will automagicly set up your scene to give the best render settings for that hdr-light. Find more info on that here: [www.hdrlabs.com](http://www.hdrlabs.com) When the lighting was set up the renderbutton was gently pressed. Render time was about 15 minutes for the diffuse-pass. When all passes was rendered I started to set up my Photoshop document. I was very strict on naming my Layers and groups from the beginning, otherwize I would have been lost very soon, since I wanted to keep control of all layers all the way. Every element was painted with single color with overlay or soft light as blending. After that I started to place out textures over all the parts to get some nice structure and variation. The specular and reflection passes where added next. I had the same specular type over everything which I then tweeked the hardness of per material in photoshop to get it to feel right. Now looking back at it I think I should have rendered out more specular types to work with. When all that was done I went tweeking the colors, painted in some color variations and details, tweeking the highlights and shadow, tweeing the specular levels, and so on. So thats basicly the workflow for painting. It was fun doing an image this way. very smooth. Also, Ive got some great feedback on how I can improve this image, Im very thankful for this. I have alot to learn with color, depth and composing. I might do a revision of the final image in the future and try to improve it a bit. But for now, I just wanna go back to zBrush and have a great time! :D Cya later! :)

Awesome man thanks for taking the time to explain your workflow! Congrats on the top row, well deserved! :+1:

Amen :smiley: