Keep up-to-date with Free tutorials!!

 

Sign up to our bi-weekly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

3DTotal.com logo
 
Shop
Tutorials
Textures
Galleries
Forums
Submit
 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6
BPR Rendering Workflow in ZBrush 4 R2

By Daniel Bystedt
Web: Open Site
| Your Rating:
starstarstarstarstar
(30 Votes)
| 72499 Views
| 2 Comments
| Comments 2
Date Added: 18th May 2012
Software used:
Photoshop, ZBrush

I wanted to render this image with a very indirect lighting and indistinct shadows. Therefore I set the blur on the shadow quite high. Since the blur is quite high I could use a low resolution on the shadows (Fig.08).

1534_tid_Fig 08.jpg
Fig. 08

Here I had another shaded pass on the bottom with Add as the blending mode and a Photo Filter layer to give it a warm, orange tint. On top is a solid color adjustment layer with Normal as the blending mode. It is masked with an inverted version of the shadow pass (Fig.09).

1534_tid_Fig 09.jpg
Fig. 09

The current pass can be seen in Fig.10 and the combined passed in Fig.11.

1534_tid_Fig 10.jpg
Fig.10
1534_tid_Fig 11.jpg
Fig.11

Rim Light

This pass was rendered with a normal light. The function of this light is to show the shape of the character, since it comes in from the side/back (Fig.12).

1534_tid_Fig 12.jpg
Fig. 12

This light has a high amount of blur, just as the key light. It is a bit unrealistic that this light hits some of the parts of the right side of the face (camera point of view), but I think it adds to the definition of the forms in the face (Fig.13).

1534_tid_Fig 13.jpg
Fig. 13


Again there's a shaded pass on the bottom with Add as the blending mode. Exposure controls the light intensity and Photo Filter gives it a cold, blue tint. On top is a solid color adjustment layer with Normal as the blending mode. It is masked with an inverted version of the shadow pass (Fig.14).

1534_tid_Fig 14.jpg
Fig. 14

The current pass can be seen in Fig.15 and the combined passed in Fig.16.

1534_tid_Fig 15.jpg
Fig.15
1534_tid_Fig 16.jpg
Fig.16



 
1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Tutorial

Linear Workflow – The Whole Shebang!



Keywords: linear, workflow, render,

Go to tutorial
starstarstarstarstar (15)
Comments 5 Views 57155
Readers Comments (Newest on Top)
avatar
(ID: 185977, pid: 0) Luis B on Mon, 11 March 2013 8:04am
Thanks a lot for the effort in making this tutorial. I love the character design and the final result is great. Truly good stuff.
avatar
(ID: 153180, pid: 0) Naky on Sun, 30 September 2012 12:31pm
Thank you for showcasing your process in Lighting & Rendering... Just one question i have been facing since i started using Z brush is when you use BPR how can i export the image with a mask on the creature or the sculpt?... I mean creature separate & BG separate !
Add Your Comment