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Making Of 'Brothers In Blood II'

By Damir G Martin
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| 5 Comments
| Comments 5
Date Added: 8th June 2012
Software used:
3ds Max, ZBrush

Then I started sculpting the scales and details I wanted on my dinosaur. Once the details had been sculpted out, I went into the Alpha panel and clicked GrabDoc. ZBrush automatically created an alpha brush with perfect Z-Depth data that I used to paint those scales faster and on broader surfaces (Fig.12 - 13).

1545_tid_fig12.jpg
Fig.12
1545_tid_fig13.jpg
Fig.13

This way of sculpting scales was good for some areas of my model, but I didn't use this method everywhere. I manually sculpted the more detailed and important areas, like the head, arms, fingers and legs. It took more time, but it gave me a better effect, without a doubt. It's important to remember that if you overuse a custom alpha on a single model, or even a certain area/body part of that model, it is likely it won't look as good.

I mentioned manual detailing before and I'll now explain the technique I used in this particular case.

Most of the scales on the head, portions of hands and legs, especially fingers, were created by painting masks in the shape of the scales on the desired area. After I was happy with the painted masks, I inverted the masked area and got a "mask free" area that I textured using the Move brush (Fig.14 - 16).

1545_tid_fig14.jpg
Fig.14
1545_tid_fig15.jpg
Fig.15

1545_tid_fig16.jpg
Fig.16


I additionally polished each scale with a standard brush and standard ZBrush alpha 39 over the edges, with Gravity under Brush > Depth > Gravity set to 45-60. For the head scales, I used the Displace brush with the ZBrush alpha 39 to get the pointy scales look that is most noticeable on the top of the head (Fig.17).

1545_tid_fig17.jpg
Fig.17





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Readers Comments (Newest on Top)
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(ID: 132677, pid: 0) Damir on Thu, 12 July 2012 10:15pm
Thanks guys!! JP making of videos were big part of who I am today as a creator.
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(ID: 130612, pid: 0) OM on Thu, 05 July 2012 12:03pm
Man seriously the technique you used to make that foot prints was fabulous and I was really feeling like I was watching the tutorial of the people who worked for "Jurassic Park" movie I mean that foot print technique I loved it, GREAT WORK \m/
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(ID: 128887, pid: 0) Lou Mareno on Wed, 27 June 2012 7:40pm
Fantastic Work thank you so very much for taking the time to post this tutorial for us rookies 10 stars!
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(ID: 123873, pid: 0) Joshpurple on Sat, 09 June 2012 5:11pm
Outstanding work! And Thank you for so many excellent tips, pointers, -the description of 'How To,' = excellent!
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(ID: 123682, pid: 0) Davide on Fri, 08 June 2012 8:14pm
i learn that fast skin shader material for mental ray cannot render normal maps, if I put the normal map into the bump slot, it render the normal map as a gray scale, not as a normal map.
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