![]() I must clarify that ZBrush cannot handle lighting setups as complex as the specialized software in this area like Octane or KeyShot, but it generates a great result to present your designs with a great quality. You can make different renders with different materials and then combine them in Photoshop to generate the final look. If you want soft or hard shadows, create rim lights, and so on. Just click on the render button and it’s done! You have control over the lighting parameters. The process of rendering in ZBrush is very easy and simple to use, you do not have to complicate it with advanced adjustments, light calculations, or manipulate boring parameters. Here I want to present some of the reasons why I like to work with ZBrush and do most of my concepts and final illustrations using the render engine that this software offers us. In this article I will talk about why I love the BPR rendering inside ZBrush and how this speeds up my workflow in different ways!Īs we all know, working as a conceptual artist requires not only artistic knowledge but also technical and specialized software management to be able to develop our work quickly, efficiently, and with good quality. If you think your displacement will benefit from further subdivision of the low poly mesh, you can lower this value, but note it is on the expense of render time and RAM.My name is Santiago Betancur and I’m a concept artist, and I love to do characters and creature design. This option helps the model not to "break" over the geometry edges. The Texmap min/max values need to be set according to the values of that range in order to avoid clipping by V-Ray. If you are not sure about it, you can start with values of -1/1 and see if they allow proper displacement.Įnable the Keep Continuity option. ![]() Its only a bug if it behaved differently in previous version under the same. Regardless of what Mid point value you chose when you were exporting the displacement map, it is a good idea to preview the map and see the real pixel values in order to determine the texmap range. Weirdly painterly shadows are pretty common in Zbrush rendering. The default Amount and Shift options should work well in most cases, but you can play with these parameters until you get the desired look. We use it here for the lion's head to get a more organic look. You don't need to add any smooth modifiers - the Subdivision method will automatically do the job. The Subdivision method is suitable if you need to smooth out the model. Now let's go back to the VRayDisplacementMod parameters.ĭepending on the expected displacement, you can choose either a 3D mapping method or a Subdivision one. ![]() Once ready with these settings, click the Create And Export Map button. V-Ray supports 32-bit maps, so it is better to keep it this way. This produces a map only in the red channel, which is enough.Įnable 32Bit. ![]() ![]() Whichever point you choose (0 or 0.5), you can later adjust the Displacement in V-Ray (through Tex min/Tex map options). The Mid option determines where your Mid point value of the map is. If you are not sure what is best for your case, leave it on. We leave it off here as we can later control it with V-Ray. Note, that the time for export increases when this value is high.ĭepending on the model you have and the effect you want to achieve, choose whether to leave SmoothUV option on or off. The DPSubPix option specifies the SubPixel accuracy - it actually subdivides the poly mesh x times. Now let's go to the Displacement Map palette. ![]()
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