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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