ZBrushCentral

Z4 Beta Testing By: Yiannis Tyropolis

Amazing results you’ve got there! Seeing that the fibre hair render you’ve got there, i never even knew existed, you’ve really restored my confidence in that i can just render out inside zbrush to achieve high quality renders, instead of painstakingly exporting to another package.

If i would just have one question; what do you mean using the flat color for rendering out the AO? So you mean you use this flat color shader in zbrush, and then render out BRP AO to get the results you want instead of simply letting zbrush BPR create the AO pass for you when you render it out using the basic shader?

So this is the time i’ve used the new fresnel attribute. I followed your instructions and it works and looks great in preview mode but when i do a Best Render the fresnel goes black and doesn’t render. Do you use the realtime view images as images to comp in photoshop or do you render them? Thanks for you help and great walkthrough.

Thanks onelunglewis FresnelExample.jpg

fresnel works in BPR, not best render

yiannis,

excelent renders. Thank you for explaining your process. I’m new to this type of rendering so all these passes you do are unfamiliar to me, but I hope to learn them and find out what they all do.

I love your fuzzy fur guy. I’ve got to learn some of that technique. Very inspiring!:smiley:

Amazing work, and thank you for sharing your technique with others!

One problem I'm having is when AA and AO is enabled in BPR. This is the result. White jagged outlines in dark areas.
I was wondering if you have encountered this issue? Or do you simply render at high res and then re-size later, bypassing AA in BPR?![bpr_ao_problem.jpg|704x540](upload://jiOr98O7AaoNbXwCu2H3uFWIxOD.jpeg)

Hi Guys.

Im experiencing a weird problem trying to use Zapp link to export BPR images from z brush?.

Im doubling the doc size…drawing out my model…adjusting lights and shadows etc…hitting BRP…it renders beautifully with said shadows…I then go to zapp link…enable perspective blah de blah and hit ok…when I do…the screen re renders to basic best render and thats what I end up with in photoshop.

Any help would be very welcome…this is driving me crazy

thank you dude for sharing all this great details, amazing work in your renders and materials as well as in your original models. I learn alot today in this post :slight_smile: you deserve a top row that´s for sure!

Would it be possible to get a how-to on your results from the fiber shader or point in the right direction? It would be greatly appreciated!

First of all I want to say these renders are awesome! Thank you very much for the walk through. I have already begun using your techniques in my renders (Images Soon). Its so simple!

I did have a couple of questions where I’m not finding how you did certain things.

First off is the reflection pass, I’m not finding this “HDRI_SKIN MATERIAL” you mention anywhere. Is that in a specific spot? or is it something you have to build in the material tab?

Second is the “FersnelOverlay” when I apply this to my model nothing renders, its just black. Again is this something that needs to be set up or added to another material to work.

Thanks again!

Figured it all out (still can’t find that HDRI_SkinMaterial, but no worries, made my own).

Thanks again, this process is amazing!

Whoa! There’s an HDRI_Skin material inside zbrush, or is it a modified matcap? Mind if someone or yannis upload it?

Here is a link to a post with two images I just finished using your Techniques.

http://www.zbrushcentral.com/showthread.php?p=760881#post760881

Thank you agian!

Awesome Work and truly amazing peace of master
I’m new to zbrush could you please make a video tutorial step by step from a to z

mr thinose looks amazing :slight_smile:
i love this character. whole scene is perfect. gooooood job!

Hi,Yiannis t., sorry for my bad English I could not understand clearly the backscattering manipulation of your 3s material.
Could you tell me more, e.g. S1 and S2 on when frontscattering and back just S3 and S4 on?

Thanks!

about my renders…I’d like to say one more time that I don’t use any special matcaps and my multipass rendering workflow is not Zbrush specific.
I do very similar with Mental Ray…in the end i have a node tree that is similar to a shading network in Maya with the addition of lights. So in post I don’t really “manipulate” the image, I adjust the “shader” and lights and I can change textures, specularity.etc and have different simulated materials, so it’s very flexible. Many people do very similar…
At some point I 'll do a tutorial…
I would love to see a video tutorial on your process (i.e., setting up the Quadshader, applying maps, etc.)!!!

WOW that is pretty impresive! i loved the character design, even his name is cool. I loved the way the final render looks, specially the clothing!

Great Job!!! you’re great artist

this thread is amazing! tnx a lot for taking the time to do all those breakdowns! You rock!

Hi Yannis. Much thanks for the work breakdown. Awesome works and awesome tutorial man! :+1: THANK YOU!