ZBrushCentral

Armoured Saint

Niiiiiiiiccce! Slick, solid, and evil! That last shot makes him look really bad ass. Great again, Odhinn. Your definitely rocking this stuff

mech_displac2.jpg
Replica:
thank you bro, means alot.
The new helmet looks amazing, I’m always checking your thread :+1:
Details done on creatures face for displac map…

[attach=21872]mech_displac_BODY.jpg[/attach]
Finished the body…
Polys around 4.5 million

Attachments

mech_displac_BODY.jpg

test1.jpg
Lighting and displacement test…
Mental Ray render in Maya

Keep up the good work odhinn.:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

thanks Vlad,
I’m a huge fan of your work.
Struggling with these uv maps :mad:

uv_GRID1.jpg
I Hate uv mapping, so anytime I can figure out a shorcut I take it. Especially if the results are good, which these are.

I took some screen grabs of the model I’m finishing so show you how well this works. I have mapped a grid to the Blinn shader in the color channel to show you how the UV’s are placed across the poly character(Grid was from a Gnomon DVD).

I am using edge loops to divide the character into huge segments and then cutting the selected uv’s and sewing large sections back together. With the uv shell selected you can unfold these uv’s with no distortion. The seams can be hid behind the model or under the arms. Look how evenly spread the map is. The above layout took me about 5 minutes to do. :+1:

[attach=21985]uv_MAP1.jpg[/attach]

Attachments

uv_MAP1.jpg

displacement_MentalRay.jpg
Quite happy with this test…
No artifacts and captured all the detail of original Zbrush model.
I read alot of complaints about rendering time with MentalRay and I think it’s unfounded.
this was about 3 minutes with very high settings.
Alpha gain was set to 4.
Remember that MentalRay is sensitive to the scale of your model.
This model was large and quite dense for a render. Around 67,000 polys. Maya handled it no problem.

I have spent the last three days in uv layouts research.
Went back to GUV files in ZBRUSH.
I’m going to paint this in Z after watching a DVD by Aaron Sims.
His texturing was superb. I always used 3d paint so time to see what I can pull off with Z.
Sorry for no updates until now but work is crazy and the uv maps were driving me insane :mad:

I am drooling wanting to see more…very kewl looking so far…great detailing and and outstanding model…well the good thing about working hard is the flipside without workign at all…so I hope its a good thing for you…looking forward to your next updates…
yer bud,
Ron
[email protected]

Man this is looking good, nice work dude… :+1:

Ron:
Thank you bro, you are really pushing out a lot of great models on the renderosity forum. nice work buddy, I can’t keep up with you.
I thought your rifle scope idea was one of the most original ideas posted by anyone as of late. wish that I had thought of it.
thank you for the continued encouragement, really means a lot :+1:

Buckie:
Thanks a lot,
I want to see this model thru to final render on Maya. I am notorious for not completing models because I get bored quick.
I think this has potential to be a total disaster or o.k. depending on the texturing. I’m finding you have to do an enormous amount of work if you are using more than a couple of platforms and sometimes with work, family and everything else that there is just no time to complete an idea.

MECH_SOLDIER_Painted2.jpg
This is my first texture painting using ZBRUSH.
Rendered in MentalRay

Looks soooo good, bro. Keep it the good work

MECH_SOLDIER_3.jpg

[attach=22364]mech_shaders.jpg[/attach]
Ilusiondigital:
Thanks a lot bro…

Updated textures quite a bit, and provided the Maya shader network for those interested.
Used four layers of textures.

Attachments

mech_shaders.jpg

MECH_SOLDIER_background.jpg
Added some of the armour and textured it, plus a background.
finish it tom…

global_mech.jpg
spent the last week working on mentalray rendering with global illuination settings.
feel like I’m finally getting somewhere.
here is another lighting test.

[attach=22716]mech_bottom1.jpg[/attach]

Attachments

mech_bottom1.jpg

YES! You gave him a Strogg tattoo! :smiley:

He’s looking bad ass. And he really deserves that Strogg tattoo, as well.

I think if you’re gonna make him Strogg, you should put some skin damage where the mechanics are. It doesn’t have to be a big deal, just some redness, maybe some purple colors in there too, something to show that that arm was grafted onto the shoulder by Strogg that don’t care about flesh. If that’s not your intention, then nevermind. He’s looking VERY cool as it is.

Thumbs up from, man. :+1: :+1:

Here is a renderman global illumination test of two new metal shaders that I built from scratch.
The sphere and the cylinder have the new shaders, the box has a bump map and a specular texture.
I also included the light rig.