Zbrush sculpting scales3/20/2024 ![]() ![]() Rendering the passes to experiment Step 07: Bringing it together I also applied a black background to all the passes. ![]() For the final image, seven render passes were used: color pass (base render), ambient occlusion, key light, Specular (reflection), rim light, shadow and cavity. I saved a view using ZApplink (Document > ZApplink Properties) to ensure that all the passes would be rendered at the same angle. This rendering technique is fast but very conceptual, focusing on the aesthetic side. Unfortunately, this method is not very well suited for production. ZBrush is able to generate a quick render called BPR (Best Preview Render). Import the image you want, and you can use the color and detail from the photo to enhance your mesh drastically. Spotlight can be found under the Texture tab in ZBrush. For the patterns and second layer of details, I used the photo texture references I found and bashed them onto the mesh using Spotlight. The reason why I used green and red is because they create the strongest contrast which is dynamic and pleasing to the eye. While I was experimenting, I decided to use complementary colors such as green and red as my main color palette, and from there I tried to introduce another color to give more variation to the skin. Reference images courtesy of Dollar Photo Club Step 05: Color palette I spent around an hour and a half on getting the basic color. Once I chose my main references, I started to block out the base color for the creature. Again, gathering references is very important. I used snakes, crocodiles, and Komodo dragons as my main references. Since this wasn't a realistic character I allowed myself to go crazy with the texturing, but at the time I had no idea how it was going to turn out, so I started by collecting lots of references. The result of texturing a character always changes the overall aura of it. Texturing the creature was one of my favorite stages. Having a clean mesh is always better to work with.Ĭombining alphas and hand-sculpting Step 04: Textures Sculpt on top of the alphas to blend the scales nicely. But even after that, it is better to do some clean-up on the mesh. While using alphas, your mesh subdivision level has to be very high to get a good result. However, sculpting the scales one by one would have taken me forever to finish, so I searched for scale alphas and photo textures on Google. I personally do not use a lot of alphas to sculpt detail, so half of the scale detail was done manually. Now it's time for me to continue my sculpting.ĭuplicate your mesh and use ZRemesher on the DynaMeshed model Step 03: Details I subdivided my mesh until I was satisfied with the density of the mesh, then did the next detail pass. I transferred the detail from the DynaMeshed mesh onto this new one by selecting the new mesh with the DynaMeshed one, then starting to subdivide, pressing the Project All button every time I subdivided the model. ![]() Sculpt to your heart's content Step 02: ZRemesherĪfter I finished blocking out the base shape and the design, I duplicated the sculpt and used ZRemesher on it in order to have better topology distribution for the second detail pass. A strong silhouette can define the characteristics of a creature. Having a strong silhouette allows the model to be easily recognizable from a distance, whether it's in videogames or movies. One of the most important things to note is to stay on the lower subdivision levels for as long as possible! You don't want to make the mistake of going straight into the detailing stage. After I've got a strong idea of the creature I'm making, I instantly move to ZBrush to block out the basic shape using DynaMesh. In order to be fast, I chose to work only with ZBrush and Photoshop. What kind of habitat does this creature live in? What does it eat? Is it huge or small? I had some idea of the type of creature I wanted to make from the start I wanted to make a raptor! The question was what kind of raptor? A prehistoric one, or maybe a sci-fi one? Ask as many of these types of questions as you can to get a really good idea before you start. First of all, think about what kind of creature you want to create. ![]() Having a strong idea before you start really helps the whole process to be much faster and refined. Learn some time-saving ZBrush sculpting tricks from Joshua Wu and his awesome mutant raptor design. ![]()
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