Once I had the OBJs with the correct UVs, I imported back to ZBrush and started to add detail and subdivide. At this point, it was a process between ZBrush, Photoshop and BodyPaint. I used different ways to add detail, using alphas to add detail with the DragRect tool in ZBrush (Fig.05). Also, in Photoshop, I added some texture layers from photographs (Fig.06), and then in ZBrush I modified the geometry based on that texture, masking by intensity (Fig.07).
Sometimes I generated first the displacement in ZBrush and then used that information to modify the texture based on that, using cavity maps. In Photoshop I used that cavity map texture for masking (Fig.08). I also used ZBrush's poly painting feature and BodyPaint to remove the seams, to add detail and project photos. Finally, I created a normal map to apply to the shader in Maya. This is the final aspect of the geometry in ZBrush (Fig.09).
Keywords: 3ds Max, FumeFX, After Effects, Smoke, VFX
Comments (Newest on Top)
(ID: 144491, pid: 0) Needse on Wed, 29 August 2012 1:21pm really kool tut very informative great job thanks
(ID: 63696, pid: 0) Liang Wang on Sun, 20 November 2011 3:13pm How do you make detail on the neck,such as crease.just through the alphas?what is the meaning of the "masking by intensity ", who can help me.
(ID: 37664, pid: 0) Koooorl on Fri, 11 March 2011 12:03pm Wau very nice and professional pipeline and great result !!! Congrats!
(ID: 36141, pid: 0) Comeinandburn on Fri, 18 February 2011 9:58pm this is an outstanding workflow making of, thanks I learned a lot. I really like how you used photo sources for the brush alphas, it really looks awesome.
(ID: 36047, pid: 0) Andre Ferwerda on Thu, 17 February 2011 10:50am Thank you for sharing this. Some really nice tips in here that I can use.