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Creating a Real-Time NPR (Non-Photorealistic Render) Material
Take an in depth look into creating a realtime NPR Material. Dive into custom editing of the Material Palette, Document Palette, Render Palette, and the Light Palette to create a material and renders of your liking!
Creating a Real-Time...Go In Depth with Folders & Folder Actions
Take an in depth look at how ZBrush's Folder system works, organize to your needs and discover Folder Actions!
Go In Depth with...ZRemesher 3.0 - DetectEdges
Let's familiarize ourselves a little better with ZRemesher's DetectEdges functionality. In this Lesson example, we'll take a gear model that has a triangulated mesh with no PolyGroups or no mesh ID, but has edges to help utilize the DetectEdges function. Once DetectEdges is activated, we can convert our mesh to quad based geometry, create PolyGroups, and most importantly retain our clean or hard edges. This function can assist with future mesh editing including Dividing and sculpting or features that utilize PolyGroups.
ZRemesher 3.0 -...Using the Universal Camera to Composite in Photoshop
In this Lesson, let's discover how to lock our camera in place across multiple applications using ZBrush's Universal Camera, create multiple render passes, and create a final composite inside of Photoshop.
Using the Universal...BPR Filters: Blueprints - Part 5
Part 5 - Blueprints Settings
BPR Filters:...Creating a Scene with Snapshot3D - Part 1
Part 1 is an introduction to building this scene, discussing and demonstrating how Snapshot3D works inside of SpotLight. We'll review importing, selecting, and loading alphas to SpotLight.
Creating a Scene with...
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04-28-19

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Thanks for the appreciation! Not sure what you mean with parallel hatching though, but I suspect you're talking about the smoothness by which the lines seem to follow the surface of the sculpt? The trick here is radius my friend! For Texture Overlay - like with most filters - radius actually blurs the source image to which you're applying the filter. Since Texture Overlay uses value information from this image to rotate the projected texture, you'll be smoothing out these values and thus create for a much more gentle crosshatching effect. Hope that helps!

04-26-19

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Two more images of NPR experimentations. I'm trying to get a nice range of pencil-drawn setups going. First a collage with various filter combinations tried out on some random works And here my current favorite style. I was trying to get a bit of that Ghibli/Moebius pencil linework happening. And this is where I got it currently (and I'm adding an unfiltered screengrab for comparison): The creature itself still needs a bunch of work, soooo... perhaps I should get to sculpting instead of all this BPR filtering >_

  • Bosh
    04-28-19
    Woot woot! Well deserved top row, thanks again for the guides, super useful.
  • moonlitmaverick
    04-28-19
    this is awesome! the npr makes things come alive. I am really curious about the last picture. the 2 eyed monster has parallel hatching lines in the shading? how did you get that effect. it has that distinct comic book inking style. cheers!
04-25-19

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Your welcome John. Love your work by the way! Slightly shocked to see they burn those sculpts at the end of the festival O_O In the meantime; another sculpt, another round of BPR filters. I love these filters! Can't... get enough...! o_o Sculpt is still a work in progress

  • Totyo
    04-25-19
    Very impressive! Thank you for sharing your art and tips and tricks with us!
04-24-19

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Spidey BPR Filter tutorial
Alright, part two of these comic book rendering techniques: BPR filters! Let me start off by apologizing for any typos. I wrote the whole thing in photoshop and that doesn't have spellchecking as far as I know... Should have written it in notepad first -.- Anyway, this took me quite some time to put together, so I hope it's appreciated! Enjoy! 1/3 2/3 3/3 And the final result of this process (with a few tweaks, like putting that highlight on blue instead of red) Happy rendering!

  • johncox85
    04-25-19
    Thank-you so very much for taking the time to post these tutorials, as you say, now to start further experimentation! John
04-23-19

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cellshade & bpr tutorial part 1
Alright, now I am not sure if there is any interest for this, since although this thread has over 1800 views, I've only had one comment so far, but I'm putting it up here anyway: a small tutorial on how I did these renders. Also I saw that videos had been posted on how to do NPR rendering recently, so it could very well be I'm providing redundant information here, I don't know. But for me this was an interesting exploration in what materials and filters are capable of, so I'm sharing them anyway! As writing this took longer than I thought, I'm splitting it in two sections, starting with cell shading! [Edit: I've put all the infos in this image right here! Makes it easier to grab it and keep it somewhere, rather than a bunch of texts here in this post.]

  • Thijs de Vries
    04-24-19
    Thanks Bosh I've updated the cell-shade tutorial by putting the information into image format, so you can grab a copy and take it home with you BPR filter tutorial will follow later today I hope.
  • Bosh
    04-24-19
    Nice one, I'll definitely be sticking that one in my pocket for a later date, it's already cleared up a lot of the questions I had about the NPR filters.
04-23-19

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Last set of renders I'll be uploading for spiderman. Working on a small tutorial on the BPR render setup I've used to put up after this.

04-22-19

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And tonight I'll have my pc render some fancy raytrace renders such as this. Hopefully then I can move on to other projects >_<

04-22-19

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04-22-19

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Spiderman update
Originally I tried to not have this spiderman turn into a bodybuilder superhero, but I felt detail wasn't holding up in renders, especially the NPR ones, so I did a pass on his entire body beefing him up a bit... a lot. So an update on that: Also tried out a whole bunch of poses. Here my favorite three: Crouch Webslinging (updated version of the one posted before) Calling Aunt May that Peter will be coming home a bit later... Probably my favorite...-est.

04-20-19

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And lastly those keyshot renders Top view of the main scene, with a highly distorted set of buildings.

04-20-19

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Spiderman
Alright, my spidey piece is done! Took some time to clean up all the detailing. And I spent most of today tweaking the BPR filters. These renders are 100% zbrush. No photoshop retoucing done. The city in the background is a set of simple structures with tapering applied to create a sense of depth. The "depth fog" is achieved by making use of the "depth" settings in some of the BPR filters applied. Some wallpapers Some of the tests with BPR filters This one was interesting: I did a render with the city in the background, and the turned the city of because I wanted a render without. Because the BPR engine stores shadow data if the camera is not moved, these shadows are still picked up by the filters (even though the buildings they belong to are no longer there). This gives a really cool effect. Keyshot render One note on the detailling: although all of it was zbrush sculpting initially, I ended up making a displacementmap manually in photoshop based on the web lining as well as adding the fabric patterns this way. My computer couldn't handle subdivisions high enough to get me the crisp results I wanted otherwise. The overall result is pretty much the same, but displacement maps are actually much easier to manage than fine detail when wanting to touch up the sculpt itself

04-18-19

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A last quick render for today. Hopefully I get to wrap this one up tomorrow!

04-18-19

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Almost there
Due to limits in resolution for fine detail, I've thrown the fabric detail into a displacement map. Unfortunately that requires a color texture which overrides materials applied to the mesh. So I cannot combine them with the different shaders used for pants and outfit. Anyway, things are getting there. Here some render tryouts with a slight touch of NPR filters applied (although the cellshading variations are set in the materials themselves; filters are there for outlines and a bit of crosshatch in the shadows) Right now the workflow is: low poly in default pose to Maya, bind to rig there, pose, export posed back to zbrush and apply as layer. I've been going back and forth that way a lot as I tweaked the default posed model itself a lot, so the posed version has no polish on itself. Fortunately my rig handles most issues, as I've built a lightweight muscle system in there which helps a lot with preventing areas from collapsing when doing such extreme poses, but there are still a few areas that might need a bit of correction once I am satisfied with model and pose. Here some quick screengrabs of the mesh in default pose with displacement map applied for the fabrics. The web pattern has been projected back onto the suit, and quite thick as you can see in the close-ups. That doesn't look too nice up close like that, but I want the lines to really seem to be on top of the fabric even when seeing spidey from a bit further. Still, perhaps I should tone it down a bit around the fingers. I should have the version without web pattern stored as a morph target though, so that should be fine.

04-17-19

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And a bit more look development. The pants get their gloss from a modified skinShade material: metallic all the way to 1 (to give it the full blue look) and I've basicly 'reversed' the dif and spec curves, so you get this velvet like quality. The aim is obviously to get that comic book look happening. A BPR filter is used to get the outlines, but no other NPR effects are applied at this moment. Naturally I will have to try a few brush stroke render techniques when this piece is done

  • Bosh
    04-17-19
    It's coming along nicely! It's gonna look great when you've added back in all of the detail, looking forward to seeing it.
04-17-19

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Using noisemaker to figure out what to do with the fabrics of the outfit. Probably something more 'tradional' spidey, like a sort of woven fabric with a stronger red fabric (with the hexagon pattern, not very original, I know >_< Or maybe I should go with something entirely different?

04-17-19

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Spidey update
Quick spidey update. Spent most of the day rigging and weightpainting him in Maya so I could pose him (for use as a layer in zbrush) without too much weird deformation. Pose is based on an image by Todd McFarlan from one of two spider magazines I actually have o_o. It's a bit awkward still, so I'll probably be finetuning the pose tomorrow. The web patterns on the suit and everything will be applied separately on the unposed version (probably projected back onto the mesh, as it is seperate geometry currently, and then baked into texture and normal/displacement map) Any crits or comments are very welcomed! I feel I could use some fresh eyes on this guy.

04-16-19

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04-16-19

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Spidey Work In Progress
WIP of a spiderman sculpt I've been working on the last few days. Most time went into that web pattern actually. I hope to have him fully done in the next few days.

04-16-19

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Yogi update
Ever have one of those pieces that no matter what you do, they just don't feel right? Did another pass on the yogi dog. Last pass. It's a bad habit to keep coming back to the weaker artworks :\

04-13-19

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Scrawny lizard
No idea why I consider him a lizard; he has no tail... All is rendered in zbrush, with only a depth blur applied in photoshop

04-11-19

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Updated yogi
You know how sometimes you consider a piece done, but something just keeps bothering you about it? Felt this piece needed just a touch of extra attention. still some things that could use improvement, but this was supposed to be an inbetween thingy, not an entire project. Just did a bunch of small tweaks. Full updated image set can be seen on my artstation page https://www.artstation.com/artwork/JlZdVn Feedback/comments/crits are welcomed!

04-11-19

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Painting frog
And last one for today. Many years ago I was given a small (5cm tall) canvas to paint on. This required something to be painted on it, so I made a paper-mâché frog. A few weeks ago I felt this guy should be incarnated as a digital sculpt as well. Hope you like! Though crowd here on these zbrush forums >_< Some NPR renders Keyshot renders And the original paper-mâché sculpture.

04-11-19

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Running turtle
And a quick sketch for a thumbnail I needed.

04-11-19

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Recent sketch. The seagull was a bit of an afterthought, since I just needed some source of distraction to justify the yogi looking disturbed/annoyed (so much for inner peace), but that little bird kind of became my favorite thing in this little composition. Renders are 100% Zbrush. No photoshop retouching; all post is handled via BPR filters (some color boosting, background gradient and minor vignette)

04-10-19

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Science!
And the last set of busts for now. A bunch of smart guys! Not too much source material exists of these guys, especially Thomas Young (only 1 original portrait and a few derived artworks), but I'm pretty content with how they turned out First a nice closeup of James Maxwell, my personal favorite from this set, to get this post to show up nicely in the forums These lineups I like starting with make for messy thumbnails... Linups And withouth depth blur and such James Maxwell Thomas Young Nikola Tesla Georg Ohm Michael Faraday Hope you like 'em! 3D Prints available at www.3DPrintedDebris.com

04-09-19

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Abraham Lincoln Andrew Jackson Theodore Roosevelt Calvin Coolidge Franklin D Roosevelt John F Kennedy Richard Nixon Ronald Reagan Hope you like 'em! 3D Prints available at www.3DPrintedDebris.com

04-09-19

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American Presidents
In contrast to the founding fathers, there was actual photographic material for most of these! >_<

04-09-19

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George Washington John Adams Thomas Jefferson James Madison Benjamin Franklin John Jay Alexander Hamilton 3D Prints available at www.3DPrintedDebris.com

04-09-19

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Founding Fathers
Last year those sculpts at cgtrader got picked up by 3DPrintedDebris for print who then commissioned me to do a whole series of busts, starting with the founding fathers!

04-09-19

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De Vries Arts - Busts
I posted a number of these in my 'sketchbook' thread before, but since there are so many of these bust images (and there are still a few to come), I feel I should put these in their own thread. Starting of with the original set of president busts I did a few years back for a cgtrader contest. Barack Obama lyndon b johnson William McKinley

04-08-19

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Mushroom
And another one from that daily sketch series. Dynamesh > Zremeshed > pose on seperate layer.

  • Thijs de Vries
    04-09-19
    bust images moved to to bust thread. Would be nice if posts could actually be deleted
04-08-19

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Droid
I made this guy during a month of 'daily sketching' in 2015, so consider this a sketch. No polish or proper hardsurface modeling done or anything, and texturing is just plain colors applied.

04-08-19

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Orc commander
Very old piece I originally did in 2009 I think. The helmet makes no sense whatsoever, but I liked the way it looked in the concept, so I kept it as is. Rigged, posed and rendered in the realtime viewport for substance painter (a bit after 2009 obviously; this guy was my main test subject during development of a modular rig with game-friendly muscle system for a number of years) Older version (he used to have a more Disney-esque face) with original concept from my sketch collection.

04-03-19

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A quick one from this evening. Will polish this guy further, but I thought I'd have him wander into the world already.

  • Thijs de Vries
    04-07-19
    busts moved to seperate thread (is there a way to remove posts?)
04-03-19

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