Trying to get the hang of ZBrush.
Zbrush's FiberMesh, correct.
Very nice... Results look good... Did you use any tutorials?
I kinda envy you for trying ZBrush Dune.
I have had a couple of attempts, but the UI...how is it possible people are complaining about TG's UI if you consider ZBrush's UI???
Looking forward to see where you're taking your work with this app.
Especially for rock work and such.
Looks very promising, Ulco!
yet another valuable hammer...Like what you've got so far...happy tweaking.
Quote from: Tangled-Universe on January 18, 2016, 02:40:50 PM
I kinda envy you for trying ZBrush Dune.
I have had a couple of attempts, but the UI...how is it possible people are complaining about TG's UI if you consider ZBrush's UI???
Looking forward to see where you're taking your work with this app.
Especially for rock work and such.
I never understood that either, Whiners.
ZBrush for rock work will be spectacular. I have seen some very nice results from various artists.
There's quite a lot of tuts about and in the last few days I've seen 10 or so. Yes, it's a little different, I don't know if it's tougher than TG. In fact TG is more straightforward, just a line of nodes ;D In ZB you have lots of 'hidden' possibilities, which may be hard to find. Like setting the color of fast-preview hair curves >:(
The eyes of these DAZ figures give me trouble as the cornea is a glassy part (glass shader... simple), but as the whole figure is doing shadows, so does the cornea, hence a very dark iris. Too much work to exchange whole eyes.
My respect! another tool to learn and good first results!
I am still sitting at my primitive tries to do little corrections with the combination of Wings, Blender and PoseRay... and I am alway at the limit of my nerves ;)
Thanks. It's pretty hard to get decent hairflows, but I'm learning. Here's another test; still lots of mistakes (mouth, eyes, hair, clothing textures).
And an update.
Quote from: Dune on January 19, 2016, 09:39:38 AM
Thanks. It's pretty hard to get decent hairflows, but I'm learning. Here's another test; still lots of mistakes (mouth, eyes, hair, clothing textures).
And an update.
Looking good...better n I could do I'm sure....Have you tried the old water shader trick on the eyes? I never had to replace windows with that like I do with the glass shader.
Definitely a "bad hair day" for the characters, but all in all a pretty good hair day for TG! Great start Ulco. It's really fun to see more ZB brought into TG.
Hey I know the man! He repairs cars in our street! ;D
Nice work on the skin! And the clothes also look very authentic!
I think the water shader has the same issue as the glass shader. My remedy was to lower the refraction index to 1.2. I wish there was a way to exclude a part from a total object from the shadow throwing as a whole.
This is excellent work - note to self get stuck into zbrush!
I am looking forward, where this leads to.
Quote from: Dune on January 20, 2016, 03:29:02 AM
I wish there was a way to exclude a part from a total object from the shadow throwing as a whole.
hear hear!!
Another test.
Impressing view and exciting scene!
Not only interesting and cool render of the hunters. I also recognized that nice bark on the left side tree!
A great scene! But the lighting seems a bit flat, especially the grass. Is there an additional lightsource?
It's an exr turned hdr ;) Turned out a bit flat indeed.
Well that shows definite progress...keep on tweaking my friend. As an aside I checked out speedtree...what a joke...their "budget friendly" version is $895.00...wonder whose budget, the White House?
The fur on their clothing is quite effective! It's harder to do long (human) hair, but it's all still looking pretty darn good in that area.
- Oshyan
I'm quite satisfied with these early results, and these are lowpoly opacity maps, having about 10 'hairs' per stretched poly line (1 poly wide, 3-7 long). I'd like to also try some thinner long hair, one day.
Hair looks good. realistic hair texturing is about one of the hardest things to pull off, in my opinion.
Yes, I guess so. I'm still looking for a way to get a total texture on a whole fur, while still using the individual polybased UVmap for the hair-opacity mask. In TG I can only do the color variance procedurally. Perhaps if no opacity mask is needed (single-stranded hairs), it's easier to add a total UVmap.
Nice fur, but that tree trunk, wow! Can't get enough...
I like the composition.
I like that pre-man apparently had world class weight training programs. Also, the fur is shaping up well.