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For the details sculpting such as the wrinkles, I used the scratch brush with the first fall-off (Shortcut “0”) and a low intensity. After that I added another pass with the bulge brush to add some volume around the wrinkles. For the skin pores I used some alpha stamp with the stroke option activated and after that I added some manual retouching to add some randomness.
![]() Rendering When I arrived at a point where I'm satisfied with the model, I exported it in Zbrush 3.1 to properly render the final geometry. Here are a few tips to follow for the lighting setup: Under Light > Shadows, set Length to 200, Rays to about 150 and Aperture around 50. Go to the Render menu, turn shadows on and click best to calculate a render. About the material, I chose here to use a bronze material created by Ralf Stumpf. At last, to save your render, go to Document > Export.
Conclusion I hope that you have enjoyed this making and find this document helpful in some way. If you have any question concerning this article or any other question, do not hesitate to mail me on the following address: ncollings1@hotmail.com You can find the bronze Shader at this link: http://www.zbrushcentral.com/zbc/showpost.php?p=387971&postcount=62 My Personal Website: http://sillord.free.fr My Cgsociety Portfolio: http://collings.cgsociety.org/gallery/ Click for High Res Image: Digital Double Image Base Mesh in Obj: Download |
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