All these subtools were created using the extract mesh function; you draw a mask above the surface you choose and you extract a surface with a variable thickness. The mask map I obtained by coloring in ZBrush each subtool with different colors, using a flat material, for composing later in the rendering phase, different parts of the model with different colors and textures.
After I created the mask layer, I could go further on preparing the render passes for rendering part. For this, I rendered in ZBrush more images with the motorcycle using different materials. I also used the new ZBrush 4 function, the BRP render, and I created through with a single click mask layer, ambient occlusion pass, shadow pass. These are the render passes that I make:

The rendering process was a non-linear one, because there were many changes and modifications during the working process. I consider that the rendering process is a very creative one, similar with the modeling, and the entire concept can be drastically changed in this phase. I begun with red color render pass and then, step by step, I added new materials taken from other passes.
After this phase I began to add the final details for the motorcycle and the pilot such as: tattoos, inscriptions, decorations. All these were made in Photoshop by adding those using different textures, with blend modes.

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