View Full Version : Head test (Zbrush)
Psionic Design 04-27-2007, 07:36 AM Working a character for a project Contagion theory and got the main body in and figured I'd detail the head in ZBrush (and probably the body later) so heres a few progress pics...
Z Sculpted head
http://www.psionic3d.co.uk/images/offwip1.jpg
Test render in Cinema 4D using hi-res head model
http://www.psionic3d.co.uk/images/offwip2.jpg
Normal map (Created/Viewed in XNormal) on lowpoly plus texture done in photoshop
http://www.psionic3d.co.uk/images/offwip3.jpg
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steffenk
04-27-2007, 10:39 AM
like thsi kind auf stile, can you show the Colormap?
dpizzle
04-27-2007, 01:42 PM
looks nice - would you mind posting the lowpoly mesh?
:thumbsup:
Kickflipkid687
04-27-2007, 01:52 PM
Looks really good, except the ear isnt correct.
windarr
04-27-2007, 04:44 PM
Really digging his gnarly scar. Looking good so far, will be interested to see how it comes together when complete.
LaughingBun
04-27-2007, 07:48 PM
the zbrush sculpt looks good, but i think that the original proportions are a little out of wack, The head shape just seems off. But overal it looks pretty good.
Psionic Design
05-01-2007, 01:52 PM
Just another little test, re-sculpted it a bit and tried to flatten out the forehead etc and added some eye-shine in photoshop to help with the dead-eyes thing...I think when I retopologise him in ZBrush 3 I'll use spheres for the eyes so they will catch the light better plus be able to be controlled in code/animation...
http://www.psionic3d.co.uk/images/facewip2.jpg
and a little zombification test for fun ;-)
http://www.psionic3d.co.uk/images/facewip3.jpg
iLegacy
05-01-2007, 02:05 PM
Great head! A advice for the rendering: set a fill light on the other/dark side of the face that will give you a nice sharp contoure...
Psionic Design
05-01-2007, 04:06 PM
Its only viewed in (and screengrabbed from) XNormal which only allows one light as far as I know ;) just making sure the texture and normals work OK..Thanks for checking it out!!
jogshy
05-01-2007, 04:46 PM
Its only viewed in (and screengrabbed from) XNormal which only allows one light as far as I know ;) just making sure the texture and normals work OK..Thanks for checking it out!!
If you have a SM2.0 graphics card or above could set a texture in the DiffuseGI texture slot ( for example the DiffuseGI_WhiteSmokeIntense.jpg ) to simulate outdoor lighting ( diffuse cubemap lighting really ) so you can make your model more "lit". Then play with the local point light settings + the diffuseGI intensity slider.
I like that head, specially the scars!
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