ZBrushCentral

The Butcher - Imaginary Portrait of a Serial Killer

Hi all!

This is my very first post in here, here is my first almost finished work. I say almost, because I hope your comments and critisms will help me improve it!

Here is my first almost finished work. I say almost, because I hope your comments and critisms will help me improve it!

The Butcher, the imaginary portrait of a serial killer. Done with Blender, Zbrush, Maya 2012 CE and Mental Ray.

I started from a loose polymodeled head done witch blender some weeks ago. Then I did the sculpt in ZBrush, pushing the details not too far (7 millions polys) because I wanted to spent time experimenting with maya fast mi_sss shader. I did a lot of different maps, almost 10 for the head itself (scattering layers and specularity), and some few others for the eyes, the teeth and the shirt. I displaced the base mesh from level 2 to 5 (exporting the base mesh at level 2) and then applied a normal map for the high frequency details (subdivisions 5 to 7). The lighting uses 2 portal lights as main direct illumination sources. I also used final gather with an image based environment node and eventually global illumination. Finally, I did the compositing and some overpainting in photoshop.

Here are some grabdoc at different stages:

I hope you enjoy it.

Critisms and comments are mostly welcome.

Attachments

the_butcher__cgsociety.jpg

grab_doc_001.jpg

grab_doc_002.jpg

grab_doc_003.jpg

grab_doc_004.jpg

Hi,

very cool render! I only find that the hairs are looking just a bit like “glued” on the surfaces…if you know what i mean…

Great render! the manual painted highlights are a bit harsh?, and maybe you could iron the sweater a bit?
Overall I love it!

Thank you guys for your comments.

@radoo I agree. I struggled a lot with maya hairs. I tried to use a bit of a ramp to darkening the hairs at their base, to integrate them a bit more in the skin, but it didn’t work quite well. I’ve also used a linear workflow approach, which is a bit counter intuitive at some point, and I didn’t gamma corrected the ramps and color swatches, maybe I should. I also feel that in the raw render, the hairs doesn’t look like they are in the same light as the other materials.

the_butcher_v1_raw_render.jpg

They may have too much specularity, don’t know…

@spacemonkeydr: I didn’t get it for the eyes, but you’re right, the bottom highlight are too broad and maybe too strong also. For the wrinkles, I’ve tried to guess it from the start, using the excellent tutorial from Cesar J. Dacol on gnomonworkshop, but I should have used references. I was having so much fun just messing around and trying to reconstruct things from nothing that I forgot references, which led me to some erroneous results.
Regarding the ears, I’ve first started the sculpt with a rat in mind, well, rather a rat looking human face. I didn’t follow this later, but the ears stayed in this idea. That may be too much, or not enough. I think I emphased the pointiness a bit with liquify too.

@anigroove: The highlights are clearly a bit harsh. I’ve seen that for quite a long time, but I’ve been a bit lazy. The drawback of using so many maps is that you have to change a bunch of them for a tiny adjustement. For the shirt, would you elaborate a bit, I don’t get it?