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ZBrush Part

When all UV mapping has been done, it was time to take it into Zbrush. Zbrush imports and exports .dxf and .obj file formats. So by exporting the mesh from Maya to .obj file format made this step easy. The mesh was then smoothed or subdivided about 6 times, so I could paint or sculpt in the detail as I wanted. The painting process was straight forward, just adding detail after detail gradually. And not adding new subdivision levels before I needed to. An important thing I had to remember this not to rush things, because at the same time as I was modelling/sculpting, I was also learning the program. I wanted to have a expression on the face that was suitable for a warrior, so I used my own facial expressions as a reference when I was sculpting. When I felt happy with the result, I exported the displacement map from Zbrush, and by applying that image in Max as a displacement map, I could render the changes I had done.

Screen shots from ZBrush

956_tid_zbface_big.jpg
Rendered with Vray, showing with and without the displacement map.

956_tid_renderface_big.jpg
Screens from ZBrush

956_tid_zbbody_big.jpg

Rendered with Vray, showing with and without the displacement map.

956_tid_renderbody_big.jpg




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Readers Comments (Newest on Top)
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Powzar on Thu, 20 December 2012 11:14am
Very well explained. Awesome job. Kudos.
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