Been learning a lot of zbrush recently. Particularly loving the matcap system and how easy it is to make your own. Heres a first set of materials i’ve made. They’re hand painted in photoshop based off of reference images of some interesting materials i found. They’re more illustrative rather than photo real but give i think an interesting look. Planning to do more in the future
You can put them in your zstartup/materials folder and then you can load em by default.
download them here
Made this a few days ago for my everydays project. Took about an hour all in all, and thought i’d record a timelapse of it.
A big 6 hour Zbrush session trying to finally figure that massive program out resulted in this dude. Am a big fan of Evangelion so had been thinking of sculpting this guy for a while.
Heres the breakdown video for my 99Frames animation. Actually had as much fun making this as the original animation. I’m also providing the scene file for download if you want to have a closer peak inside of how things all work. Its not really that complex to be honest tho, just a lot of keyframing and the mograph module.
Feel free to do what you want with it, except for reselling it or claiming it as your own work. Also please don’t repost the file, instead just link to this post. Thanks.
You can see the final animation here
Like the way this one came out. Another homage to Beyond the Black Rainbow.
Done with Zbrush and Cinema 4D
Thought I’d stick this one up for download, if you wanna have a look through my scene. Feel free to do what you like with it, but try not to pass it off on your own showreel ; ) You’ll need atleast broadcast to use it as it uses a fair bit of mograph and its R14. Good luck with it, my naming conventions are terrible
Got asked on twitter by Dermot Gallagher @ddeerrmmyy about how I made the above image on my everyday projects page. Always happy to help, I saved out my scene file for you guys to look at if you’re interested.
Its all done using thinking particles and the PMatterWaves node. This is an awesome node that lets you generate particles off geometry based on either texture maps & uv’s or from the scene lighting. In this case its simply a texture mapped onto a plane. The key to getting more random animation is to use a few PMatterWaves nodes with different settings to birth particles into different TP groups. The animation is done mainly with gravity and the wind node – again different groups have different settings so it creates a less uniform look.
Its important to make sure that the geometry you use is converted to polygons – it needs uv coordinates, and you need to make sure to drag that uv tag into the pMatterWaves node. Also the texture needs to be set in the pMatterWaves node (it doesn’t use the material attached to the geo).
For rendering I just used a simple pyrocluster material, with a gradient set to the particle life and the final glow effect is done using trapcode starglow.
I had to swap out the image I used because I don’t have the rights to distribute it, and sadly my own efforts and painting in photoshop created the creepy Steve Martin lookalike that you’ll see in the project file.
You can see the animation here
and grab the scenefile (r13 studio or higher required) here
Have a look and any questions feel free to drop them in the comments
Gonna do a proper breakdown video as soon as I get a chance, but thought i’d throw up a few screens to show some of the working screens behind my entry. Will do something more indepth soon.
Again with the simple styles. Gonna make these into a short soon i reckon