ZBrushCentral

Hulk.....AGAIN?!

Since I don’t know what the hell I’m doing in Maya with rendering, I think I’m going to comp this guy in Photoshop. I did a little skin test today with a couple of render passes trying to fake the skin layers. What do you think?
[attach=260718]skin-hulk.jpg[/attach]

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skin-hulk.jpg

why don’t you try some sss materials. there are some fine tutorials on this. with mental ray it is pretty much easy, and you will have always better results with real sss material then to fake it! I will gladly help you with metal ray sss if you wish, although I am not great expert. :wink:

Looks good. Have you tried it on hulk? I’m wondering how the texture and veins translate on the model.

Thanks for the offer to help Coyotes_75! I am such a noob with Maya (it’s on my work machine) that I literally don’t even know how to get to the materials palette. I have Scott Spencer’s latest ZBrush book that explains how to set up a skin shader. It probably isn’t—but rendering in Maya feels really overwhelming with all of the layers and such.

giacoppo—no I haven’t tried it on the model yet. I was just testing out a couple of ideas I was thinking about.

Played around with some BPR and SSS stuff tonight. Fun times!
hulky.jpg

awesome :+1:

thats how i look taking a sh*t

The green of the sphere look splendid. The one applied to his body looks great too but not as impressive as the one on the sphere. I hope it helps :slight_smile:

This is coming along nicely

Thanks all! I agree that the sphere texture looks better. I composited that one in Photoshop and can’t see to get the same look with the ZBrush renders. I guess it’ll just be more trial and error.

So, I thought I’d dive head first into Maya and start trying to render this guy with the Mental Ray SSS skin shader. I read and watched a bunch of tutorials and I think I have the right ideas of what to do. The biggest issue I’m having is when applying the mental Ray shader, I lose all of my displacements. I Googled it to death and couldn’t come up with any clear cut answer. I’m sure it’s an easy solution (hopefully.) Can anyone help? I’m attaching the render right out of GoZ (no bump mapping applied) and then with the Mental Ray shader applied (with some quick subscatter maps in there just so I could see how they work.)

hulk-help-1.jpeg

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hulk-help-2.jpeg

Welcome to the club! I’m dying to find answers to many of my questions regarding character rendering setups. There are some cool people who are willing to help but it falls back on me because I don’t have something ready to show I guess.
Anyhow, I would advise you to quit using GO.Z because one it does something to the UV’s and changes the vertex order at least to my experience inside 3ds max. Try again by simple saving ma or obj files and exporting the maps directly from zbrush.

first try to render your model not with sss material but normal one, to see if textures are ok, if yes then it is all about settings of sss material. There must be on internet tutorials how to create displacement maps that work in Maya. I have tried in Max and it worked well for me.

Try first only normal map, maybe you wont need displacement.

Hope this helps, but I’m a huge novice when it comes to the Maya rendering stuff. If anything, I hope it leads you to the right path:

Try this: create your normal, texture, and displacement map in zbrush at once. Then, export the ztool as a maya*.ma. When you open the file in maya, everything should be plugged in for you.

When you include an sss shader, I know there is a way for the material to read your settings from previous, so they get adjusted properly. Something to do in the node hypershade window. I am so sorry that I can’t be more helpful, but I hope this at least give syou direction. Good luck!!

okay so one of the biggest problems when applying displacements in maya is that they attach to the wrong shading group. Go into your hypershade and NOT ON THE MATERIAL, but in the shading group tab find the one thats named your material and then in hypershade attach the displacement shader. This worked for me, I hope it does for you too.

Thanks for the replies about my Maya issue everyone. I’ll give them a shot! I really like the way BPR renders out of ZBrush and don’t mind comping in Photoshop, but there’s just something about doing it in Maya with Mental Ray that fascinates me and I’ve always wanted to learn how.

Ah geez, I give up on the SSS_skin_shader thing. I can’t figure it out at all. I still like some of the results from Maya rendering though, so I’ll keep at it.

FINALLY figured out what was up with the displacements with the sss_skin_shader in Maya. This is probably a really Maya-noob-ish post, but maybe it’ll help someone looking for the answer. I wasn’t sure where to add the displace map, so I added a screenshot of where I put it to make it work here in my test. Also, and very important…you have to select the mesh and uncheck “Feature Displacement” for the displacements to show up.

Like I said, this is probably basic knowledge for experienced users, but maybe it’ll help someone like me.

Screen shot 2011-07-18 at 10.42.21 AM.jpg

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Screen shot 2011-07-18 at 10.42.49 AM.jpg

lost most of the work I did on this model somewhere along the way. Experimenting with Modo renders tonight. Nice and intuitive and the maps come over great from ZB.

hulky1.jpg

Hey, see if these help with your sss issue in Maya:

http://www.3dtotal.com/tutorial/maya/makingof_close_up_portrait/portrait_01.php

http://www.mrbluesummers.com/tag/sss

http://www.youtube.com/watch?v=CFRZDRFOoNc&feature=related <-- pretty good tutorial I thought