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ZBrush bust
Posted: Sun Jun 13, 2010 9:01 am
by kazube
Howdy. Some attempts on natural materials, different lighting setups, compositions. Generally, I'm playing with different ways to show maximum details off sculpts, more or less

Unfortunelly Octane doesn't support subdivided topology so I decided to use decimator without normal and displace maps. Plain Octane, no post.
Re: ZBrush bust
Posted: Sun Jun 13, 2010 9:58 am
by radiance
nice work, i like the first one, good lighting/mood
Radiance
Re: ZBrush bust
Posted: Sun Jun 13, 2010 4:53 pm
by lewisrowe
really nice.
natural looking sculpture. the bronze-like one could easily be an early morning shot of a sculpture in the park.
Re: ZBrush bust
Posted: Sun Jun 13, 2010 5:08 pm
by GeorgoSK
Good work

Re: ZBrush bust
Posted: Sun Jun 13, 2010 7:46 pm
by kubo
I love the model and the shot, really nice work!
Re: ZBrush bust
Posted: Sun Jun 13, 2010 10:35 pm
by Tugpsx
Nice work, I also like the first image.
Re: ZBrush bust
Posted: Mon Jun 14, 2010 4:38 am
by kazube
Thanks for comments, glad You like it

Re: ZBrush bust
Posted: Mon Jun 14, 2010 7:33 am
by yzaroui
Very nicer render (as well as sculting & texturing).
It would be nice if you give us some technical hints (poly count, texture size, environment, hardware you used and how much time it did take, ...).
Thank you
Re: ZBrush bust
Posted: Mon Jun 14, 2010 5:47 pm
by tetrochuan
my desktop background if u allow me=)
great impressive ting- thumbs up
Re: ZBrush bust
Posted: Tue Jun 15, 2010 5:35 am
by kazube
Thanks Guys.
Mesh contains 369060 triangles after decimation master used. Texture is a combination with backed MatCap, ambient occlussion, cavity map in photoshop, 4096x4096 size. HDR map for a light source plus rotation for direction, pathtracing.
I'm using a single GTX 480 1500MB, 1200x2400 render frame time from 10s(!) to 5 minutes max. Really guys, 1 minute is pretty enough to get rid the grain off.
Cheers