ZBrushCentral

Ivan

Hi,
It took an hour and half to sculpt this using just ZBrush with ZSpheres.
Then I added details using both high frequency deformation and painting a bump
map using the BumpMaterial.
Texturing was done “the Antropus way” using the pjmaster and the great
ZApplink plugin.
I then exported to Maya and rendered with Mental ray.
Hair was done using Shave and a haircut.
after completing this image a co-worker of mine that was born in russia named him
Ivan. I took to it immediately. he is Ivan!
This image was done for fun and to test my skills and how fast I could create
a picture that I like.
Hope YOU like it.

IVAN800.jpg

hi voxelman,

I am not familiar with using shave and maya but the guy looks great.

The eyes are terribly well done.

The skin details are great, and so is the expression on his face.
The hair looks quite straight. The beart could have been a bit darker.
But who am I to tell you that. :wink:

Overall it is impressiv what you have done in such a short time.

ciao voolger

Hi. Thank you for your kind word.
I really appreciate it.
I’ve been busting my ass to advance in CG in general
and Zbrush in particular (-all in my
spare time), and this is so rewarding to get such a great
response.
hoping to post a lot more!

I would be curious to know the actual time you invested in this piece? I believe that ZB is a great app to allow the artist to QUICKLY create what they see. I have been on a kick lately of trying to do things super fast. Glad to see others are too. I am not shooting down anyone who likes to spend hours on end, I love seeing that stuff too ( usually on the top row ;?) he,he). I have been getting the urge lately to really spend some time on piece (actually started a model yesterday). Well anyways, I like what you have done and wish you the best of luck on this stuff. In the CG world speed is very important, but it means nothing without accurate excecution. Looks like you are on your way if you ask me.
What is the blur on the lip? Is this part of an animation or is it a cover-up, or stylization… however, Very Nice.:+1:small_orange_diamond:+1:small_orange_diamond:)

I am teedering on the idea of doing this next project with maya, any information would be most helpfull. Thanks,

Chris Reid
(I think I posted some of my quick-tests on this forum... only can remember the spider animation... but give it a look).

This is very cool voxelMan - add a blurred background, and this will be top row!
Very good sculpting, and mighty fast too. Excellent texturing. The hair is great too. Please post more angles of this work, as the ear looks good too!
Five stars to you sir, and keep posting more of your work!

Hi,
Thanks for the comments. It would be great
getting top-row (fingers crossed… :))
I have to give credit again for Antropus and his great technique of texturing.
Took me an hour and a half to complete the modeling in zbrush using zSpheres. after that, tweaking and texturing and rendering in Maya, took me another 10 hours more altogether.
I did it in my spare time after work, so the whole thing was around
a week. not exactly speed modeling, but for me, and the little time I have,
its a great achievement.
I posted another view from the side (not rendered, snapshot from Maya)
There are some imperfections in the texture, but the SSS and hair covers it
pretty well. :slight_smile:

IvanMesh.jpg

Looking good.
I think there should be a special ‘Dedicated to Antropus’ thread as he has inspired so many people.
Keep it up, and keep posting updates. Let’s see it get to top row soon :slight_smile:

voxelMan:
Really love your new piece especially the hair.
Are the hairs done with small splines or did you create the hair by highlighting selected polyfaces on your model and then creating hair with shave & haircut.
I also noticed you didn’t convert the hair to polys. I use the Renderman for Maya plugin and I think only the polys would be supported during rendering. I realize that Mentalray will render splines.
I just started using that plugin so I would appreciate knowing your worklflow. Great work.

Hi Odihnn,
Thanks for the comment.
About the hair, actually I highlighted the polygons of the scalp and
duplicated them to a different mesh that is transparent. that way, I save a lot of render time on testing, when I’m not dealing with the displacement
of the scalp and its a lot easier tweaking it that way.
I also use the map feature of the plugin - you can paint maps that control
almost every detail on the hair - density, length, colors, etc.
I’d love to help, if you have any more questions.

Thanks alot bro, I will explore the map aspect.
If your ok with it I will e-mail you with a couple of questions.
Thanks for the help.

what kind of pass did you use for your mental ray setting? final gather or hdr?

Odihnn - No problemos - luv to help.
noshadowmaster - I used HDRI with global illumination