ZBrushCentral

DeathKnightFanArt

Hi Guys,

This is my recent work Death Knight fan art. Hope you guys like it.:smiley:

Attachments

forZB.jpg

DeathknightClayForZB.jpg

wow, that is amazing!

um…I clicked MA button by mistake. Anyway I can remove it?

Her legs look just a little short to me. Maybe it’s just the angle. Other than that, she looks great!

Oh my!! This is great from head to toes!

great - 5 stars from me! mind sharing some details (rendering …)?

I don’t know if you can but I’ve done it for you. Great work!

Like it! Great job! :+1:

Marcus,Thank you very very much. :smiley:

Many thanks that you guys like it. I will definately post more screen shot later.

To arctech. Firstly, I am happy you like it. And I would like to share more but don’t know which bit you want to know about rendering.
It basically render in 3dsmax mental ray render engine. I used photometric lighting. I would say lighting is the main key to bring up
the whole thing. Then I used all Arch&Design materials that help a lot as well since it has some basic templates to start with quickly.
I was just tweaking these values to make them looking right.

For the modelling I basically retoplo everything that I have done in Zbrush. I found it’s really important to get the silhouette right.
It took sometimes for me to get them done. But It really help a lot for the rendering time and much less loading in max viewport
compare to use decimated models straight from Zbrush. I do want to appreciate that autodesk improved their retopology tools after
max 2012. It’s by far the best I have ever used.

Textures are mainly done in photoshop. Although I used body paint to help on the texture seam.

Hi! Nice work.The render is very good. I have only one comment and that is the hands, the knucklesare way to straight and a common mistake is that the fingers are not gripingthe sword. I see that mistake on a lot of otherwise great models. I know thathands can be a pain to pose but my 2 cent is to spend more time on posing usingyour own hands as reference. Other than that very good job, like the face. Iplayed Death knight back when I was active on WoW, brings back memories.

Peace

nice job,i love the sord very much!did you render it all in zbrush?:+1:

impeccable work ***** 5 stars

waiting for new screenshots :smiley:

thanks for your answer
do you mind sharing wires / textures (i know i am annoying:))

Good Job ! very nice…:slight_smile:

Hi,Here is a screenshot from 3dsmax as required. My setting actually quite simple. As you can see in the scene I have 3 photometric lights
and one sky light. The rest of onmi lights are only doing the glow effects for skull armours. Also I got one HDRI map for the reflective objects.

The position of lights are fairly important. It can bring nice rim light to the character by working with falloff shader if they were in right position.
Another quite useful tip people may know well already is by using exposure control menu to preview the render and adjusting the image’s
brightness and contrast. This can really speed up the pipeline.

The hair is just max hair and fur modify. I use splines as guide lines for the hair modelling and it works really well. One down side I found render hair
with mental ray engine is fairly slow due to the samples per pixel need to be high enough to avoid artifacts. I knew quite a bit of people render this by pass.
But I found max is missing render by pass(render element is not a proper tool for this) function until max 2013. But since I haven’t really used 2013
so I don’t know how is it.

Models as I mentioned before, they are all retopped in max so it really reduces a lot of loading in viewports, also save a lof of memory for rendering.
I hope I cover all you want to know. Thanks.