I think I finally found the right “mix” to achieve a photo-realistic look (or about as close as one as possible). The thing is, I now realize that I was over-thinking the process. As it turned out, I didn’t need to do as much composite work in Photoshop. What I did need to do was alter some of settings in the skin material before I rendered the image in Zbrush. It’s a whole lot of technical stuff involved, of which I really don’t understand.
So the phrase, “Less is more,” really applied to this image. Any rate, this is my final render test. It’s time for me to move on to the next phase of this project. As it stands, I’m very pleased with this result. Let me know what you think.
In my efforts to achieve a “photorealistic” look to my rendered characters, I found myself doing more and more research into the matter. ZBrush — the 3D modeling program that I use to create my characters — has some great tools to help me with this quest. I have recently learned how powerful the program’s Matcap and Lightcap systems are, and I have a better understanding about how they work. This image is my latest effort, and I think I am getting closer to capturing my realism goal. I noticed a couple of minor things that I will need to correct — the most glaring is the shadow where the nose and cheek meet. However, I am pleased with the overall look of this test render (so much better than my previous attempt).
I am currently in the process of creating a new illustration, and decided that the background will be a starship flight bay. This is still a work-in-progress as I need to add a few elements to give this matte painting a little bit more life. However, I was very pleased with how this turned out that I wanted to share.
I originally created this in Google SketchUp, rendered it in Bryce, and did a final composite in Photoshop.
In my attempt to try and make my male heroic head look more realistic, I decided to do a new render test. With this test, I created “environmental” lighting to try to reduce some of the harsh shadows. I created several multi-pass renders in ZBrush and created the composite in Photoshop. I don’t think I completely achieved my goal, but I believe it is a step closer for when I complete my final illustration.
UPDATE: The General is now available as a 20″ x 28″ full color poster. This image, along with selected others, are available for purchase on the Store Page of this website. Come on buy and check them out.
Meet The General. This is my latest self-promotion illustration. I wanted to draw up an evil, vicious, armor-clad science-fiction, space fantasy villain. The General is a humanoid/cyborg creature – actually, this is the full-body illustration of a character I completed earlier this year that I entitled Gaur.
The character was modeled entirely in ZBrush, as well as rendered. Composite was then completed in Photoshop. The background image was modeled using Google Sketch-up. The model was then brought into Bryce for texturing and rendering, then brought into Photoshop for more photomanipulation and texturing.
Here’s the story: I’ve decided to create a series of images involving ultimately eight child characters (five boys and three girls). These child characters will live in the same neighborhood, and decided to form their own group named “The Gang of 8.” Their mascot, a friendly purple octopus named Fred. Through this, and future images, The Gang of 8 will go on a series of adventures – both real and imaginary. This piece is an example of an imaginary adventure where three of the gang take out their jet/rocket-powered wagons out for a spin. The reality here is that they are probably racing their wagons down a grassy hill. This is the second of the series (the first being my previous piece “Petal Power”). I have two more ideas in mind, and will post those when complete. This series will be available for licensing… any takers?