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	<title>Online 3D Graphic Design Tutorials, Training, Tips, Tricks and Other Graphics Stuffs from GFXZoOM &#187; All Tutorials</title>
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		<title>Building a character with polyspheres</title>
		<link>http://www.gfxzoom.com/zbrush/building-a-character-with-polyspheres/</link>
		<comments>http://www.gfxzoom.com/zbrush/building-a-character-with-polyspheres/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 10:28:36 +0000</pubDate>
		<dc:creator>Guitarza</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[All Tutorials]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[alpha brush]]></category>
		<category><![CDATA[background]]></category>
		<category><![CDATA[building]]></category>
		<category><![CDATA[characters]]></category>
		<category><![CDATA[colour bump]]></category>
		<category><![CDATA[Kroot]]></category>
		<category><![CDATA[noise]]></category>
		<category><![CDATA[polysphere]]></category>
		<category><![CDATA[textureing]]></category>

		<guid isPermaLink="false">http://www.gfxzoom.com/photoshop/tutorials-photoshop/building-a-character-with-polyspheres/</guid>
		<description><![CDATA[
BUILDING A CHARACTER WITH POLYSPHERES
1. POLYSPHERES
This image was created in the latest version of ZBrush and uses the all new Polymesh feature. As with most of the newer features in ZBrush Pixologic provide you with an extensive set of ZScripts to help you understand the basics. Polyspheres is no exception. The ZScript is the best [...]]]></description>
			<content:encoded><![CDATA[<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/02b7_lg1.jpg" width="350" height="330" title="Building a character with polyspheres" /></p>
<p><strong><a name="top"></a>BUILDING A CHARACTER WITH POLYSPHERES<br /></strong>
<p><strong><br /></strong><strong>1. POLYSPHERES</strong>
<p>This image was created in the latest version of ZBrush and uses the all new Polymesh feature. As with most of the newer features in ZBrush Pixologic provide you with an extensive set of ZScripts to help you understand the basics. Polyspheres is no exception. The ZScript is the best way to learn! Run them.<br />So, what are they then!. Polyspheres help you to model a large or complex mesh by allowing you to add inter-conected spheres to a group, one by one, until you have the desired shape. Remember when you were taught to draw as a kid? They told you to think of every object in terms of primitive shapes. Well this is the same only in 3D. Some people will liken it to metaballs but believe me, this is different.
<p>The spheres that you have placed can be moved, scaled, rotated by themselves or as a group. To make an arm, you makes a ball, add a ball doe each joint and pull the fingers into the shape of a hand, easy.<br />Take a look at the new-look transform panel. See figure 1. Notice that SYMMETRY is now in with the transform panel?<br />When you are happy that the Polysphere model is complete you can then use a process called skinning. This creates a single mesh object based on the shape of the combined Polyspheres. There are settings for resolution and smoothness to help get the desired result.<strong><br /></strong><br />TOOL<img border="0" src="http://www.gfxzoom.com/images/2009/07/1213_001arrow.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" /> POLYSPHERE
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/650f_panel.jpg" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" /><br />figure 1.
<p><strong>2. THE KROOT</strong>
<p>I wanted to do this tutorial to show people how to take a character from an image and turn it into a 3D ZBrush image. For reference I used an image of a KROOT. This creature is taken from the War Hammer 40,000 game by Games workshop.©
<p><strong>3. MODELING</strong>
<p><strong>The Head<br /></strong><br />Although I wanted to make this image to show the <strong>Polysphere</strong> feature I decided to model a head separately. I used a basic 3D Sphere to create the head and added features in <strong>EDIT</strong> mode.<br /><strong><a href="http://www.gfxzoom.com/zbrush/modeling-a-head-in-zbrush/">(How to model a head in ZBrush)</a><br /></strong>
<p><strong>The Polysphere Body</strong>
<p>The body of our KROOT is in a very defiant stance gripping his SPLINTER RIFLE. With Polyspheres you can set the symmetry feature so the body is completely symmetrical. For this image I needed to add spheres in a non-symmetrical way.
<p>I started with a ball for the hips, a ball for the belly and one for the chest. I changed to <img border="0" src="http://www.gfxzoom.com/images/2009/07/2d2f_move.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" /> with a draw setting of 1.<br />This then allowed me to move any of the spheres without effecting the others. Any setting higher than one and the areas of affect is increased. As you move a sphere, the interconnecting gray areas lengthens or shortens accordingly.<br /><img border="0" src="http://www.gfxzoom.com/images/2009/07/4293_ps1.jpg" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p>To continue adding Spheres I switched back to <img border="0" src="http://www.gfxzoom.com/images/2009/07/08fc_draw.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />.
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/007b_ps2.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" /><br />I continued adding spheres for the shoulder and legs. I moved them into place and moved onto the left arm. Down the arm and onto the hands and then fingers. You need to be sure you are placing the joints in the correct place early on in the process. For example. If you wanted to move the entire arm later in the process you would have to reposition every sphere in the lower arm and hand. Get into the habit of positioning the parts right first time. <br />This is where a good reference image helps. One way to be sure is to load the image you are trying to re-create into a back layer of the document. That way, you can match the spheres to the image as you go.
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/6931_ps3.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p>After a short while I had a full body (minus feet and a head) and I was ready to turn the Polysphere object into a mesh object by skinning it.
<p>.
<p><strong>4. SKINNING </strong>
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/099b_panelps.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p>To turn the object into a &#8217;skin&#8217; or a mesh object you now need to press <strong>&#8216;MAKE 3D SKIN&#8217;<br /></strong><br />This will create a new mesh in the TOOL panel. You can change skinning settings to get different type of objects. <br />For this one I used a resolution of 256 (maximum) and a <strong>SMOOTH</strong> setting of 20.<br />My result can be seen below. This mesh or ZTOOL can now be altered as per a normal ZTOOL, i.e.. with the <img border="0" src="http://www.gfxzoom.com/images/2009/07/2d2f_move.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" /> and <img border="0" src="http://www.gfxzoom.com/images/2009/07/08fc_draw.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" /> features in the <strong>TRANSFORM</strong> panel
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/511d_skin.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p><strong>5. TEXTURING</strong>
<p>I tend towards <strong>TEXTUREMASTER</strong> for this type of image but on this occasion I decided to place all the body ZTools (Objects) into the image and then paint and texture them in the canvas.<br />If you ever decide to use this method remember that you will have no texture saved with your ZTool and therefore will have to redo a texture every time you use that ZTool. <br />I used three BASIC materials for the skin and decided to aim for a yellow/green skin tone. The materials had differing levels or <strong>NOISE, NOISE RADIUS, COLOR BUMP</strong> and specularity. I like to use a <strong>NEGATIVE</strong> number in the <strong>COLOUR BUMP</strong> as this helps to &#8216;raise&#8217; light colored veins and arteries.
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/c8d2_mats.jpg" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p><strong>6. THE BACKGROUND</strong>
<p>The background for this image was created by adding a 3DPlane to a background layer and painting onto it with the SIMPLE BRUSH. For this image I used a <strong>BASIC ALPHA BRUSH</strong> and the <strong>DRAG RECTANGLE</strong> stoke type. This process lets me build up layers of colour that quickly start to look like clouds or smoke.<br /><img border="0" src="http://www.gfxzoom.com/images/2009/07/9e30_dragrect.gif" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p><strong>7. MULTIMARKER GUN</strong>
<p>Although Polymesh allows you to make complex organic meshes I still like to use the tried and tested Multi-Marker. This little gem lets me take a set of primitive shapes and add them all together into a Polymesh object. <br />One tip: Make sure that when you modify objects they you do it using the deformations panel. If you just change the sizes on screen the mesh doesn&#8217;t work correctly.<br /><img border="0" src="http://www.gfxzoom.com/images/2009/07/bcc3_multi.jpg" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p><img border="0" src="http://www.gfxzoom.com/images/2009/07/863c_4pics.jpg" title="Building a character with polyspheres" alt="advanced zbrush Building a character with polyspheres" />
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/02b7_lg1.jpg" title="Building a character with polyspheres" />
</p>
<p><em>::GFXZoOM |source:highend3d.com::</em></p>
]]></content:encoded>
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		<title>Making of Master of the Bottle</title>
		<link>http://www.gfxzoom.com/zbrush/making-of-master-of-the-bottle/</link>
		<comments>http://www.gfxzoom.com/zbrush/making-of-master-of-the-bottle/#comments</comments>
		<pubDate>Mon, 06 Jul 2009 21:03:17 +0000</pubDate>
		<dc:creator>fantomax</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[All Tutorials]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[bottle]]></category>
		<category><![CDATA[Making]]></category>
		<category><![CDATA[master]]></category>

		<guid isPermaLink="false">http://www.gfxzoom.com/photoshop/tutorials-photoshop/making-of-master-of-the-bottle/</guid>
		<description><![CDATA[Hi, my name is Khalid Abdulla Al-Muharraqi and I would like to explain some of the steps I would typically take to create a concept like &#8220;Master of the Bottle&#8221;.The IdeaI always start by doing a bit of research on the idea, or the story.&#160; Then I get into the sketching phase, and that’s when [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cgarena.com/freestuff/tutorials/misc/motb/masteroftheBottle.jpg"><img border="0" src="http://www.gfxzoom.com/images/2009/07/a34a_header.jpg" width="630" height="315" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /></a><br />Hi, my name is Khalid Abdulla Al-Muharraqi and I would like to explain some of the steps I would typically take to create a concept like &#8220;Master of the Bottle&#8221;.<br />The Idea<br />I always start by doing a bit of research on the idea, or the story.&nbsp; Then I get into the sketching phase, and that’s when I start thinking about the pose, location, environment and so on, it is not necessary that the sketch is final, just for&nbsp; indication&nbsp; of the concept, what I would call the Plan.<br /><img src="http://www.gfxzoom.com/images/2009/07/101f_sketch.jpg" width="511" height="768" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br />Modeling<br />In this project I used an existing 3d body of a human, onto which I sculpt the base mesh on Modo 301 until I was satisfied.&nbsp; I would then start creating the best UV solution to support the kind of image maps I would like to create for it.&nbsp; This is important to help me create displacements later on as well as skin texture and I would usually go thru many tests until I get it right.&nbsp; This is a Video for Brad that helped me speed up the process on Modo TV.
<p><ins><ins></ins></ins>
<p><a href="http://www.luxology.com/training/video.aspx?id=6"><img border="0" src="http://www.gfxzoom.com/images/2009/07/491b_video.jpg" width="500" height="275" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /></a><br />Link: <a href="http://www.luxology.com/training/video.aspx?id=6"><u>www.luxology.com/training/video.aspx?id=6</u></a>
<p><img src="http://www.gfxzoom.com/images/2009/07/ac40_sculpt.jpg" width="630" height="489" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br /><img src="http://www.gfxzoom.com/images/2009/07/6d76_uvs.jpg" width="630" height="632" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p>Sculpting Details<br />Now I am prepared to send it into ZB.&nbsp; The exported model will be sent as an OBJ with US, this will insure a similar result when I bring it back for render.&nbsp; I will then start detailing all the layers, like body, clothes, etc. and this is the fun part project to work on!&nbsp; The look that I was going for was big and muscular with lots of fat.&nbsp; Using ZB&#8217;s new tools made it easier for me to get it closer to my original ideas and this possess will take about 5 to 8 hours.&nbsp; Once I am finished, I go back to it&#8217;s base level and generate a normal map, about 4096*4096 tiff.&nbsp;&nbsp; I would also create a cavity image for diffusion using the Zmapper on ZB.&nbsp; Now I am set up for using this developed info in the Texturing stage.<br /><img src="http://www.gfxzoom.com/images/2009/07/b302_sculpting.jpg" width="630" height="990" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br /><img src="http://www.gfxzoom.com/images/2009/07/38f9_cavity.jpg" width="630" height="548" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br />Texturing<br />I now get into coloring the subject, and to get it to look the way I would imagine, I have created a color image with bumps, Tattoo images, defused maps, specular, etc.&nbsp;&nbsp; It is a long process and depends upon layering and compiling these details onto each other.&nbsp; I usually just start with the skin color and take it from there.
<p><ins><ins></ins></ins>
<p><img src="http://www.gfxzoom.com/images/2009/07/9252_1.jpg" width="630" height="1366" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p><img src="http://www.gfxzoom.com/images/2009/07/e74f_texture.jpg" width="512" height="407" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p><img src="http://www.gfxzoom.com/images/2009/07/d0ac_master_clip_image002.jpg" width="630" height="864" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p>Rigging<br />Once I am finished with the look and the colors, I send it to LW 9.3 and&nbsp; I start developing the bones for the posing and all the necessary weightmaps to pull the geometry with the selected bones.&nbsp; Again, this is a slow process with a lot of testing to make sure I get the right functionalities.&nbsp; Once the naming is finished and the bones function properly, I start rigging it in a simplistic manner, I need the legs to bend properly and the arms to fold in with the shoulders.&nbsp; Once that is done, Posing would be the next step.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/c684_bones.jpg" width="630" height="759" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /></p>
<p><img src="http://www.gfxzoom.com/images/2009/07/3cdc_2.jpg" width="630" height="924" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p>Posing<br />I usually have a pose or a position that I have in mind before I even start.&nbsp;&nbsp; It is just a matter of tweaking until I get it just right and when it is set, I would then freeze the pose and send it back to Modo.&nbsp; I would then sculpt any small problems to make it look even better in the pose.
<p><ins><ins></ins></ins>
<p><img src="http://www.gfxzoom.com/images/2009/07/e8e5_3.jpg" width="630" height="679" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p><a href="http://www.cgarena.com/freestuff/tutorials/misc/motb/master.html"><u></u></a>
<p>&nbsp;
<p>Stage Set<br />This is when I get involved with the positioning of the camera and the angles.&nbsp; From there I decide on what I want to see from the lens and start creating the ground with all the texture and reflection maps and I also start putting in the boy and the rocks.&nbsp; Here I rely not only on my painting skills but soak into my photography background to create the set which is very important to establish the mood of the story.
<p><img src="http://www.gfxzoom.com/images/2009/07/5d41_5.jpg" width="548" height="645" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p>Lighting
<p>In this scene I rely on two lights &amp; GI: one of the lights behind the character and the other is at an angle to the front.&nbsp; GI is using a global color that I carefully choose to get the best result and effect.<br /><img src="http://www.gfxzoom.com/images/2009/07/4beb_lights.jpg" width="630" height="413" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br /><img src="http://www.gfxzoom.com/images/2009/07/550d_light-render.jpg" width="630" height="708" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br />Rendering<br />I would now put together all the final details onto the camera like DOF and anti-aliasing. Also, I would render one go with all the objects, then I would render every element on its own, so that I can get better control while compositing on PSD
<p><ins><ins></ins></ins>
<p>Compositing<br />Then get into the PSD and align the layers on each other.&nbsp; I would start illustrating the smoke by creating many layers of transparent smoke effects using my Cintiq monitor to paint in these details.&nbsp; Also the birds and the sky would be put in position with a view to adjusting the look of these elements.&nbsp; By this time, the image will be getting near to its final look, and I might again adjust the overall colors.&nbsp; <br /><img src="http://www.gfxzoom.com/images/2009/07/a6b7_comp.jpg" width="630" height="370" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" /><br />With the tools we have today, the work flow is much better and I would always encourage the artist not to be restricted with one application, but go into all the tools that will help him create a better art piece.&nbsp; I would say that we are lucky to have all these tools and life has never been easier for the CG artist <img src='http://www.gfxzoom.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' title="Making of Master of the Bottle" /> . Finally, I would like to say thanks to CGArena for giving this chance and others to show around the world how different artists think when they create their art work.<br /><img src="http://www.gfxzoom.com/images/2009/07/bac8_final.jpg" width="630" height="748" title="Making of Master of the Bottle" alt="advanced zbrush Making of Master of the Bottle" />
<p><em>By <u>Khalid Abdulla Al-Muharraqi</u></em>
<p><em>.:GFXZoOM|source: cgarena.com::.</em></p></p>
]]></content:encoded>
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		<title>How to build a beast horn using Maya and detail it in Zbrush</title>
		<link>http://www.gfxzoom.com/zbrush/how-to-build-a-beast-horn-using-maya-and-detail-it-in-zbrush/</link>
		<comments>http://www.gfxzoom.com/zbrush/how-to-build-a-beast-horn-using-maya-and-detail-it-in-zbrush/#comments</comments>
		<pubDate>Mon, 06 Jul 2009 19:42:30 +0000</pubDate>
		<dc:creator>ArchSun</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[All Tutorials]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[beast]]></category>
		<category><![CDATA[build]]></category>
		<category><![CDATA[detail]]></category>
		<category><![CDATA[hornn]]></category>
		<category><![CDATA[Maya]]></category>

		<guid isPermaLink="false">http://www.gfxzoom.com/photoshop/tutorials-photoshop/how-to-build-a-beast-horn-using-maya-and-detail-it-in-zbrush/</guid>
		<description><![CDATA[The purpose of this tutorial is to guide you through the process of modeling in Maya. It illustrates some of the modeling techniques used in Maya that some of us might have forgotten about.Then we are going to export our model to Zbrush for details.Once the Zbrush phase is done, we are going to export [...]]]></description>
			<content:encoded><![CDATA[<p>The purpose of this tutorial is to guide you through the process of modeling in Maya. It illustrates some of the modeling techniques used in Maya that some of us might have forgotten about.<br />Then we are going to export our model to Zbrush for details.<br />Once the Zbrush phase is done, we are going to export the details as Displacement map and apply it into Maya.<br />So let&#8217;s get started!<br />download the project files <a href="http://static.highend3d.com/tutorialimages/142/horn_ZB.zip">horn_ZB.zip</a></p>
<p><img src="http://www.gfxzoom.com/images/2009/07/49b5_z010.jpg" width="350" height="352" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /><br /><strong>Modeling in Maya</strong><br />Create a simple straight line and a circle so it will look something like this<br /><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/8769_0001.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /><br />Pick the circle then the line, hit surface &#8211; Extrude<br />You will have a basic cylinder.<br />The point that I would like to illustrate is the fact you can manipulate the cylinder after it has been created because of the action history.<br />You&#8217;ve got to love that <img src='http://www.gfxzoom.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' title="How to build a beast horn using Maya and detail it in Zbrush" /> <br />Now change the rotation to 360, so we have this nice spiral isoparm &#8212; this is what we are looking for.<br /><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/11e8_0002.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /><br />Right click on the surface &#8212; choose Isoparm, and pick any of these spiraled Isoparms.<br />Choose Edit curve &#8211; duplicate surface curves.<br /><img src="http://www.gfxzoom.com/images/2009/07/8acf_0003.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /><br />Now you can get rid of the cylinder, it served it purpose.<br />You should have a nice spiraled curve.<br />Move and scale the circle that we used to create the cylinder and place it so it&#8217;s centre is on the first CV of the spiral curve.<br />TIP: to place it precisely, pick the circle, right click on the curve, and choose control vertices.<br />Now move the circle while hitting the &#8220;V&#8221; button or snap to curve<br /><img src="http://www.gfxzoom.com/images/2009/07/5980_0004.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Rotate and adjust so it will look somewhat like this<br />Pick the circle and the curve and hit delete history to get rid of all the past nodes<br /><img src="http://www.gfxzoom.com/images/2009/07/4d21_0005.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /><br />Choose Surface, Extrude<br />In the input channel of the new surface, change the scale to 0.05<br />Note: You can change the scale to be 0 to have a closed surface but I prefer to do this step towards the end. However, it is up to you.<br /><a href="http://www.highend3d.com/maya/tutorials/modeling/nurbs/screenlarge.php?id=142&amp;file=lg_0006.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/35f1_0006.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a><br />We need to get this surface ready for Zbrush, so hit Convert &#8211; nurbs to poly and open the options window.<br />Choose Quads (Zbrush only takes quads) and Tessellation methods &#8211; control points<br />Note: You could have done the extrude directly as polygon.<br /><img src="http://www.gfxzoom.com/images/2009/07/7188_0007.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /><br />Delete the original surface and rename your new poly to &#8220;horn&#8221;<br /><img src="http://www.gfxzoom.com/images/2009/07/3572_0008.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /><br />Export it as an OBJ file<br />Note: Zbrush only takes Quads, so keep that in mind every time you export to Zbrush</p>
<p>Open Zbrush and under tools &#8211; import, bring your OBJ file <a href="http://static.highend3d.com/tutorialimages/140/horn_ZB.zip">horn_ZB.zip</a></p>
<p><img src="http://www.gfxzoom.com/images/2009/07/e6a1_z001.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Now you should see the horn in your tools as an icon. Pick and place it in the drawing canvas.</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z002.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/f57c_z002.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>Now before you do anything else, immediately after you placed that OBJ in the canvas,<br />right click on it and choose edit. Other wise you will be &#8220;drawing&#8221; more horns.<br />For more accuracy, hold down the SHIFT button while placing the object on the canvas, so it will rotate on a 90 degree angle.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/ce4b_z003.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Now for some housecleaning. I placed my tools and transform menus on the left side of my canvas by clicking on the small circle on the top left of the pull down menu.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/2897_z004.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Under tools &#8211; Geometry, hit divide 5 times<br />Every time you divide, the poly count will quadruple. In order to see your poly count, move the curser over the OBJ thumbnail in the tool palette.</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z005.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/dc3f_z005.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>Now for some sculpting.<br />First we are going to target the areas that we would like to sculpt. To do so, we are going to mask some areas of the object. You can do this by holding the CTRL button while painting.<br />You can adjust the brush size by right clicking on the canvas, and it will show you the options for the brush. You can also get the brush options from the top menu.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/111f_z006.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>After a couple of strokes, you should get something like this.<br />Note: holding the CTRL key while painting will mask; while holding CTRL &amp; ALT will unmask</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/5aad_z007.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Then under tools &#8211; deformation<br />Choose inflation and make it 100.<br />Now we have the base shape.</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z008.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/bba6_z008.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>Unmask all, and let&#8217;s get to the fun stuff: &#8220;SCULPTING!&#8221;<br />Hold the shift button while you brush on the horn. This will SMOOTH it out for you. Again, adjust the brush size and intensity to your liking, until you get something similar to this.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/10ab_z009.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Use the brush for painting over the horn. To add more deformation to it, experiment with the Zadd, Zsubb, Move, and Smooth brushes<br />Mine looked something like this.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/49b5_z010.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>.</p>
<p>Time for some detaling.<br />Choose the projection master, and make sure it is for deformation only on one side.<br />Drop your object.<br />Now let&#8217;s add some scratches to our horn. Once you are done with this side, click on the Projection Master again and pick up your horn.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/b8c9_z011.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>After a few minutes of painting and sculpting, and using the above tools, you will get something like this. It is now time to export your work.<br />Again, if you want to know how many polys your object has, just move your cursor on top of the tool menu, and it will give you that information.</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z012.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/7b44_z012.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>The next step is to prepare the model for Maya. When that model goes to Maya, it will be converted to Sub-D or poly smoothed.<br />So what we need now is the cage model. To do so, we go to Tools &#8211; geometry, lower the division to 2, and hit the cage button.<br />You can delete that first level now by hitting Del lower</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z013.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/ed6d_z013.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>Let&#8217;s make our UV map. Under tools &#8211; textures &#8211; AUV tiles, it will make a UV map that has a perfect square for each poly face.<br />Note: you could have done that step in Maya. Prepare the UV map the way you like it and then when you export your OBJ file it will have the UV done already.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/fc9e_z014.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Export the cage OBJ by using Tools &#8211; Export. It will save it as OBJ file which has a UV map on it. We will need this in Maya.</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z015.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/db58_z015.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>Time for displacement and bump maps.<br />Displacement:<br />At this level, which is now level 1, of the OBJ cage, go to Tools &#8211; Displacement and choose subpix between 2-4. The higher it is, the more accurate your map would be, and the longer it will take to generate. I usually choose 4.<br />The map size by default, is 1024. I made it 2048 for a more accurate result.<br />Notice the bar at the top of your screen. It will tell you how long it takes to generate that map.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/ec96_z016.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>It will be placed in the alpha tool palate. Highlight it and go to the alpha pull down menu.</p>
<p><a href="http://www.highend3d.com/zbrush/tutorials/modeling_zspheres/screenlarge.php?id=140&amp;file=lg_z017.jpg"><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/3b94_z017.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></a></p>
<p>Look at the alpha depth factor, mine was 0.9825. We will need that number later in Maya. While we are at it, hit the flip Vertical button.<br />(That step could be done either in Zbrush, Photoshop or Maya&#8230;it&#8217;s up to you.)<br />Hit export, choose tiff format and store it on your HD.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/592e_z018.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Time for the Bump map.<br />This is the same thing that we did before, only this time we are doing it at level 3, (it was level 4 before we deleted the lower one.)<br /><strong><br />Working with Photoshop</strong><br />Before we start with make sure your Photoshop setting is on &#8216;No color management&#8217; under<br />edit &gt; Color setting<br />set it to Color Management off<br />Open photoshop and choose Image mode &#8211; RGB<br />The reason we did this, is because maya cannot read Grayscale.<br />Save your new file and lets call it &#8216;texture 1&#8242;</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/871a_pho004.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p><img src="http://www.gfxzoom.com/images/2009/07/c92c_pho002.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Image adjustment &#8211; Auto contrast<br />Note: The image we got from Zbrush is gray color. Maya needs a range of black and white to make a proper displacement. I&#8217;m not going to get into the details of that , but in a nut shell Maya need a value of Black and White to make a proper Displacement and Zbrush gives a value of gray scale.<br />Some 3D packages can do it internally. However I could not do it in Maya, so I did it in Photoshop.</p>
<p><img src="http://www.gfxzoom.com/images/2009/07/6d2e_pho001.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" alt="advanced zbrush How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p>Save your new file, and lets call it &#8216;texture2&#8242;<br />For the bump, convert it to RGB. You do not need to do the auto contrast.<br />Here is how the Displacment maps I&#8217;m going to use look like.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/192f_pho003.jpg" title="How to build a beast horn using Maya and detail it in Zbrush" /></p>
<p><em>::GFXZoOM |source:highend3d.com::</em></p>
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		<title>How to create a digital Picasso</title>
		<link>http://www.gfxzoom.com/featured/how-to-create-a-digital-picasso/</link>
		<comments>http://www.gfxzoom.com/featured/how-to-create-a-digital-picasso/#comments</comments>
		<pubDate>Mon, 06 Jul 2009 19:18:54 +0000</pubDate>
		<dc:creator>ArchSun</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[All Tutorials]]></category>
		<category><![CDATA[Featured]]></category>
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		<category><![CDATA[digital]]></category>
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		<category><![CDATA[Model]]></category>
		<category><![CDATA[picasso]]></category>

		<guid isPermaLink="false">http://www.gfxzoom.com/photoshop/tutorials-photoshop/how-to-create-a-digital-picasso-part-1/</guid>
		<description><![CDATA[
A while back I created a new model using ZBrush as part of an advertisement for Pixologic at Cinefex Magazine. My idea was to create a digital Picasso, having some fun while he was painting with ZBrush. As Picasso&#8217;s likeness for a commercial piece is not allowed (because of the copyrights) I changed the final [...]]]></description>
			<content:encoded><![CDATA[<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/1c41_final.jpg" title="How to create a digital Picasso" /></p>
<p>A while back I created a new model using ZBrush as part of an advertisement for Pixologic at Cinefex Magazine. My idea was to create a digital Picasso, having some fun while he was painting with ZBrush. As Picasso&#8217;s likeness for a commercial piece is not allowed (because of the copyrights) I changed the final model but kept the main idea. Picasso&#8217;s Portrait is now part of a personal project. I&#8217;ll try to explain my creation process for this model in this tutorial. I don&#8217;t think my techniques are something new, but can be useful and insightful for you.<br />I hope you enjoy.<br />Click over the link to download all the shaders and light setup :<a href="http://static.highend3d.com/tutorialimages/18/skin_light.zip">skin_light.zip</a></p>
<h5>Modeling:</h5>
<p>You will find that I started this model as a caricature but then decided to change and make it realistic. In some parts of the video you will see some drastic changes in the head shape that I did after finding some better references of Picasso <img src='http://www.gfxzoom.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' title="How to create a digital Picasso" /> <br />For the modeling process I used some of the most common ways to sculpt using ZBrush. I started this model with few ZSpheres, converted it to mesh and started to move points to get the initial form. After this I created some more loops to help with the definition and flow of the form, then I started to subdivide the mesh to add more and more details. If I needed to correct something I just went back to the lower levels and used the smooth brush to &#8220;erase&#8221; any problems then I went to the next level up and kept working in the same way until I achieved the desired result. Doing things this way will allow you fix problems in your mesh much faster and with greater precision than trying to correct it at the highest levels. To avoid issues like that is always best to add details slowly, trying to get the most you can from each level of subdivision.<br />For the wrinkles I used the most common technique: Projection Master with DecoBrush. In this quick example you can see some random lines I created using DecoBrush:</p>
<p><img style="border-bottom: 0px; border-left: 0px; border-top: 0px; border-right: 0px" border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/b187_wrinkles001.jpg" title="How to create a digital Picasso" /></p>
<p>Back to the 3D Edit mode I use Transform &gt; Inflate to fill the areas between these lines with some volume, using a small-medium brush size. To make the edges softer I use Transform &gt; Smooth. I keep using both Inflat and Smooth until I get a result I am satisfied with. Remember that the quality of the details depends of the number of polygons of your mesh since we are working with sculpture, not bump maps:</p>
<p><img style="border-bottom: 0px; border-left: 0px; border-top: 0px; border-right: 0px" border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/5461_wrinkles002.jpg" title="How to create a digital Picasso" /></p>
<p>&nbsp;</p>
<h5>Textures:</h5>
<p>For the texture painting I used SimpleBrush combined with different alphas and Colorized Spray as stroke type. I started with a neutral and very light skin tone and I added different tones with a very light pressure (about 3-4 on RBG Intensity). I slowly added different spots and colors like I was painting in transparent layers of color.</p>
<p><img style="border-bottom: 0px; border-left: 0px; border-top: 0px; border-right: 0px" border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/2c4e_textures001.jpg" title="How to create a digital Picasso" /></p>
<p>Here you can check the texture without the correct shader and light yet:</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/6138_textures002.jpg" title="How to create a digital Picasso" /></p>
<h5>Skin Shaders:</h5>
<p>For the skin shader I used Sokar&#8217;s solution and changed some parameters to try to improve even more on this already amazing shader. This shader is based on ColorizerTrishader and works pretty well in the skin simulation tones, faking some sort of subsurface scattering appearance. If is your intention to mimic this material for your own study using the screen shot below, please pay attention into the diffuse curves . To make this shader to work properly you need to set up very high values to the <strong>diffuse curves</strong> on channels S2, S3 and S4. This will cause your model to appear very “self illuminated” in the view port but don&#8217;t worry because after you hit the render button everything will be fine <img src='http://www.gfxzoom.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' title="How to create a digital Picasso" /> </p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/cfde_shaders004.jpg" width="425" height="575" title="How to create a digital Picasso" /></p>
<p>After you conclude the creation of the main skin shader using the parameters above (or importing the skin shaders you just downloaded from this page) you need to copy this shader to another channels. To do so, just click over the material you just created and click on “CopyMat” button. Now click on the next material slot and click on “PasteMat”. Repeat this step for the next 4 slots.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/6097_shaders002.jpg" title="How to create a digital Picasso" /></p>
<p>Now that you have 5 identical materials you can start to adjust one by one, adding a little bit more of specular in the second one, even more in the third one, fourth one, fifth one. Now you have a library with 5 similar materials different just in the amount of specularity.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/f5dc_shaders003.jpg" title="How to create a digital Picasso" /></p>
<p>.</p>
<h5>Multiple Shaders (for specular variation):</h5>
<p>Now you can start to paint different levels of specularity to make your model more appealing. As you know our facial skin has different levels of specularity. Areas such as nose and forehead are naturally more specular. Areas such lips, eyelids and internal part of the nostrils are naturally humid in different proportions. Have this in mind in order to create your shaders with the right amount of specularity for each of these different areas.<br />Before starting, click on the first shader slot (or the one with the material with less specularity). Load your model in the viewport, click on Edit. Change the color to white in the picker and go to the texture menu. Change the values for Width and Height to 3000 to have some good resolution. Click on “New”.<br />Click on “Projection Master” (G on your keyboard) . Choose “Colors” and “Shaded” (is up to you to use “Double Sided” and “Fade” options). Click on “Drop Now” button. Click over the second material slot (some material with more specularity than the basic one). Choose “SimpleBrush” under the Tool menu. Choose the alpha you like more to simulate different levels of specularity for pores. Change the stroke type to “Colorized Spray” and change the flow value for something very low like 0.01. Change the placement value to the maximum (= 1). Change the brush size to something very small. Try 3 or 4. Now you can start to paint more specularity in some areas as described above. You will see the result in real time and using these settings we will surely avoid the “plastic look” because you are simulating different specular levels and also the pores on the skin. Finishing with the first specular level, click on “Projection Master” again and choose “Pickup Now”. Rotate and positioning your model and repeat the last step and before to start to paint, just choose another material.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/7e90_shaders001.jpg" title="How to create a digital Picasso" /></p>
<h5>Eyes:</h5>
<p>For the eye material I used the same skin shader just tweaked to look similar to the ToyPlastic shader (very specular). For the texture painting I used Projection Master mode for the main texture painting. Back to the 3D mode I used the radial mirror on Y axis to paint more details and also add some effects with another brushes like BlurBrush and Smudge.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/6778_eyes002.jpg" title="How to create a digital Picasso" /></p>
<p>Here you can see the final texture and the final shader, based on the skin shader but much more specular to mimic the ToyPlastic specular level.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/4af7_eyes.jpg" title="How to create a digital Picasso" /></p>
<h5>Lighting:</h5>
<p>My settings for the light are very simple and based on Sokar&#8217;s light. I used just one light with the settings in the next image. This light gives a soft look to the image with some nice soft shadows.</p>
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/282f_render_light001.jpg" title="How to create a digital Picasso" /></p>
<p><em>::GFXZoOM |source:highend3d.com::</em></p>
<h5>Render:</h5>
<p>Here is the result using this simple solution for lighting without any kind of adjustments or fine tuning&#8230;
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/4183_render_light002.jpg" title="How to create a digital Picasso" />
<p>&#8230; and here you can see some different results after some adjustments using the built-in tools under the Render menu for color, brightness and contrast in ZBrush:
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/eedb_render_light003.jpg" title="How to create a digital Picasso" />
<p>Don&#8217;t worry about the self illuminated look of your model in the viewport. This is caused by the parameters in the skin shader&#8230;
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/d089_render001.jpg" title="How to create a digital Picasso" />
<p>&#8230; because after you hit the render buttom everything looks nice again <img src='http://www.gfxzoom.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' title="How to create a digital Picasso" />
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/8c85_render002.jpg" title="How to create a digital Picasso" />
<p>.
</p>
<h5>Final Touches:</h5>
<p>Because ZBrush is an amazing hybrid solution where I can work with 2.5D and 3D all in the same environment, I find the best way to paint hair is using the DecoBrush. With this brush you can achieve some nice effects because of the fluid way that you can paint with it. To get the best results, the use of a good tablet with pen pressure becomes essential. Before to start the hair painting I baked the layers (ctrl+b) and started the long hair painting for the head, beard, eyelashes and eyebrows. To do so I used DecoBrush, Brush 35, DragRect Stroke, draw size = 0, focal shift = 0. You may find it a little difficult to paint precisely using this brush at the beginning but you will quickly understand how it works and will get your best results after some training.
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/780b_hair001.jpg" title="How to create a digital Picasso" />
<p>For the final image I used the same model but I had to change Picasso&#8217;s likeness to avoid problems with the Copyright since this work was created as an advertisement for Pixologic (Cinefex Magazine #100). Every new model was created using the same skin shader as base, even for clothes, background etc. Using this shader and light as base you can get a pretty decent soft look to any of your creations. Just give it a try and I&#8217;m sure that you will enjoy the results.
<p><img border="0" alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/1c41_final.jpg" title="How to create a digital Picasso" />
<p>I hope this tutorial proves to be useful for you guys and thanks to Pixologic for this amazing piece of software! </p>
<p><em>Krishnamurti &#8220;Antropus&#8221; Costa<br />CG Artist<br />http://www.antropus.com.</em></p>
<p><em>::GFXZoOM |source:highend3d.com::</em></p>
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		</item>
		<item>
		<title>Fiber Brush Settings</title>
		<link>http://www.gfxzoom.com/featured/fiber-brush-settings/</link>
		<comments>http://www.gfxzoom.com/featured/fiber-brush-settings/#comments</comments>
		<pubDate>Mon, 06 Jul 2009 19:07:58 +0000</pubDate>
		<dc:creator>A Я I</dc:creator>
				<category><![CDATA[Advanced]]></category>
		<category><![CDATA[All Tutorials]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[brush]]></category>
		<category><![CDATA[fiber]]></category>
		<category><![CDATA[setting]]></category>

		<guid isPermaLink="false">http://www.gfxzoom.com/photoshop/tutorials-photoshop/fiber-brush-settings/</guid>
		<description><![CDATA[
&#160;
Start Tutorials
 
1. 
Get yourself a model that needs some hair.
Render him out using BEST RENDER in the RENDER panel with whatever light/material/shadow settings you need for your scene. Once the scene is rendered go to the LAYERS panel and hit the BAKE button.

Now go over to the TOOL panel and locate the FIBER BRUSH [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/7b1e_00001img8.jpg" width="300" height="243" title="Fiber Brush Settings" /></p>
<p>&nbsp;</p>
<p><strong>Start Tutorials</strong></p>
<p><strong><br /><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/10ba_00001img1.jpg" title="Fiber Brush Settings" /> </strong></p>
<p><strong>1. </strong>
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Get yourself a model that needs some hair.
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Render him out using BEST RENDER in the RENDER panel with whatever light/material/shadow settings you need for your scene. Once the scene is rendered go to the LAYERS panel and hit the BAKE button.
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/d9ca_00001img2.jpg" title="Fiber Brush Settings" />
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Now go over to the TOOL panel and locate the FIBER BRUSH from the popup menu
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/28cb_00001img3.jpg" title="Fiber Brush Settings" />
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Now to see how NOT TO DO IT just draw a stroke across the head without adjusting any settings. The result is a solid mass of dense hair that looks out of place.
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/308a_00001img4.jpg" title="Fiber Brush Settings" />
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />To change the look of the FIBER brush hair there are a number things we can do. First is to change the Material to FLAT.
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Then lower the RGB INTENSITY and the Z INTENSITY a little: experiment to achieve the desired effect. Vary the DRAW size to lengthen the strands as needed. Small DRAW size = short hair. All sorts of effects can be achieved with just these three before we even start to edit the FIBER BRUSH settings. If you are using a graphic tablet you will see that the FIBER brush is pressure sensitive, more pressure, more hair.
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/bf21_00001img5.jpg" title="Fiber Brush Settings" />
<p><img src="http://www.gfxzoom.com/images/2009/07/e5ee_001arrow.gif" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Next, go to the TOOL PANEL and take a look at the settings in the FIBRE BRUSH panel. Most of these are self explanatory and if you hold down CTRL whilst hovering over the item ZBrush will tell you what it does anyway:
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/6b42_00001img6.jpg" title="Fiber Brush Settings" />
<p><img src="http://www.gfxzoom.com/images/2009/07/9ab9_001arrow.gif" width="15" height="15" title="Fiber Brush Settings" alt="advanced zbrush Fiber Brush Settings" />Armed with the above info you can set about spraying hair onto just about anyone or anything in ZBrush.
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/90f1_00001img7.jpg" title="Fiber Brush Settings" />
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/7b1e_00001img8.jpg" title="Fiber Brush Settings" />
<p><img alt="click for larger version" src="http://www.gfxzoom.com/images/2009/07/6d58_00001img9.jpg" title="Fiber Brush Settings" />
</p>
<p><em>::GFXZoOM |source:highend3d.com::</em></p>
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		</item>
		<item>
		<title>Modeling a head in zbrush</title>
		<link>http://www.gfxzoom.com/zbrush/modeling-a-head-in-zbrush/</link>
		<comments>http://www.gfxzoom.com/zbrush/modeling-a-head-in-zbrush/#comments</comments>
		<pubDate>Fri, 08 May 2009 19:45:00 +0000</pubDate>
		<dc:creator>LoveGFX</dc:creator>
				<category><![CDATA[All Tutorials]]></category>
		<category><![CDATA[Beginner]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[basic]]></category>
		<category><![CDATA[head]]></category>
		<category><![CDATA[modeling]]></category>

		<guid isPermaLink="false">http://www.gfxzoom.com/photoshop/tutorials-photoshop/modeling-a-head-in-zbrush/</guid>
		<description><![CDATA[NTRODUCTION TO ZBRUSH To me, Pixologics Zbrush lives in a world somewhere between 2D and 3D never really knowing which camp to lie in. With it I can create 3D meshes that can be textured and have native materials added to them. Zbrush uses a technology called `Pixols` that sees each pixel as a 3D [...]]]></description>
			<content:encoded><![CDATA[<p><strong>NTRODUCTION TO ZBRUSH </strong><br />To me, Pixologics Zbrush lives in a world somewhere between 2D and 3D never really knowing which camp to lie in. With it I can create 3D meshes that can be textured and have native materials added to them. Zbrush uses a technology called `Pixols` that sees each pixel as a 3D image that retains width, height and, more importantly, depth information. Once you `snapshot` a model (or Ztool) into an image you can still add depth with a number of brushes, change the model&#8217;s material and even adjust the lighting. In this tutorial I will attempt to walk you through the creation of a detailed head study (called `EFXterminator`). The steps will lead you through modelling the head from a basic 3D sphere, adding colour and material to the model then creating and adding textured eyeballs. Finally, we&#8217;ll model the hoses and metal parts of the image before moving on to lighting and rendering. The steps I describe are not the only way to achieve things in Zbrush.<br />It is such a versatile program that you can find a multitude of ways to do the same job. I used Zbrush 1.2 to create this image with a document sized at 2500&#215;2500 with three layers. It is possible to re-create this image using the demo version. However, some of the settings and sizes may vary. I use a 1 gig AMD-based PC with 512mb of RAM and Win98. <br /><strong>MODELLING BASICS</strong> <a name="modelbasic"></a>
<p><img src="http://www.gfxzoom.com/images/2009/07/5b93_figure1.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p>Figure 1. <br />To start off this modelling session you need to understand a little bit about the TRANSFORM panel. (See figure 1.) The following steps apply to any 3D object or primitive that you can select from the TOOL panel. To model an object you need to place it into the document window. To do this, with the tool (model) selected, click into the window and drag out an object. To move, scale or rotate the object you can use the panel or press key `W`, `E` or `R` respectively. When pressing any of these keys a multi coloured `gyroscope` appears. Try each of the modes to get used to using the gyro to get the desired result. <br /><strong><br />TIP: To `move` along an axis, pull the coloured end of the gyro. To `scale`, click inside the gyro and drag up or down. To rotate, click inside the gyro and drag in the desired direction </strong><br />To model or shape the object into the desired shape you need to enter the EDIT mode, press `T or use the transform panel (Figure 1.) When in the EDIT mode the cursor turns to a red dot with a ring surrounding it. The red dot is where your changes will be made on the object as you model. To rotate the model in this mode click while holding the cursor away from the object and drag up or down. Different effects can be achieved using the transform panel by clicking `draw pointer` (add depth to the object or remove it by holding down ALT), `move` (pull or push an area of the object) and `scale` (increase or decrease in size an area or polygons). (See figure 3.) To enlarge the `area of effect` on the object go to the DRAW panel and adjust the `DRAW SIZE` slider up or down. You will notice that the red ring grows or shrinks helping you to judge the size. In the DRAW panel you will also find `RBG Intensity` and `Z Intensity` which affect the amount of colour and depth applied to the object as you model. At some stage you may need to turn `colour` or `Z` (depth) off. This is done by selecting or deselecting the correct box (green is selected, grey isn&#8217;t). These steps are the basics of constructing any 3D organic model in Zbrush. <br /><strong>TIP: The best results are achieved by keeping the `Z Intensity low when adding depth or pulling a portion of the model. This will let you subtly adjust the shape stage by stage using the different tools. </strong><br />Now is a good time to tell you about `snapshotting`. A model (Or ZTOOL) in Zbrush is `live and editable` in the document window until you `snapshot it into the image (Press CTRL+S or the `camera` Icon shown in the transform panel in Figure 1.). Once you `snapshot` a copy it is no longer editable and cannot be moved or rotated. It does, however retain its depth information and can be modified with some of the 2D tools (Simple Brush, Blur Brush etc.) The original ZTOOL remains in the TOOL panel and can be saved as a .ZTL (Native format) or exported as an .OBJ or a .DXF Losing the facility to modify 3D objects was one of the first hurdles I came across in Zbrush. It is such a departure from the norm that it takes a while to feel comfortable with it, when you do, it becomes second nature and going back to being able to rotate a wireframe whenever you like seems weird.<br /><strong>MODELLING THE HEAD </strong><a name="modhead"></a>
<p>Start Zbrush. Go to the DOCUMENT&gt;MODIFIERS panel (usually on the left) and adjust the document size to Height 2500, Width 2500 (if you have the demo you will be limited to 640&#215;480). Select `PRO` to allow you to adjust the proportions. To begin modelling go to the TOOL panel and select the Sphere3D tool. Click TOOLS&gt;MODIFIERS&gt;INITIALIZE and change `Hdivide` to 512 and `Vdivide` to 256. This will give us the maximum possible subdivision count for this object (lots of polygons).
<p><img src="http://www.gfxzoom.com/images/2009/07/6fa2_figure2.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p>Start Zbrush. Go to the DOCUMENT&gt;MODIFIERS panel (usually on the left) and adjust the document size to Height 2500, Width 2500 (if you have the demo you will be limited to 640&#215;480). Select `PRO` to allow you to adjust the proportions. To begin modelling go to the TOOL panel and select the Sphere3D tool. Click TOOLS&gt;MODIFIERS&gt;INITIALIZE and change `Hdivide` to 512 and `Vdivide` to 256. This will give us the maximum possible subdivision count for this object (lots of polygons). Click in the document window and drag out a sphere leaving plenty of space around it. As we are only modelling the head at this stage the position doesn&#8217;t actually matter. At this stage we want to go straight into `EDIT` mode so press `T` on the keyboard and a red dot/ring will appear. Because the head we will be modelling is fairly symmetrical we need to turn on `symmetry`.<br />Go to TOOL&gt;MODIFIERS&gt;DEFORMATIONS&gt;SYMMETRY and select `X`. You will now have two dots on the model. Any change made to one side of the model is exactly duplicated on the other side saving you a lot of work. Figure 2. To begin the modelling you will need to `pull` the Sphere into the basic head shape. Select `Move` (W) and pull the bottom of the sphere down. If the effect is too dramatic you can CTRL+`Z` to undo. This is a good time to adjust the `DRAW` size to get the right effect for this part of the modelling. Click-Hold away from the head and rotate it slightly. Pull out a neck, back of head, chin and a forehead. (See figure 2. Heads 1 and 2) To add features to this cone-head we need to switch to the `DRAW PONTER` (`Q`). Rotate the head so that it faces you and `paint` depth onto the face. Build up the forehead, the nose, cheeks, lips and ear bumps. Add a bump for each eye for now. To indent the model, still in the same mode, hold down ALT and paint. Indent the cheek recesses, nostrils and the eyeholes. Remember, you may need to reduce the `Z Intensity` in the DRAW panel to make subtle adjustments. Try to follow the steps in Figure 2. Keep rotating and adjusting until you get the desired effect. (See figure 2. Heads 3-8). Add features like frown wrinkles and bags under the eyes. If you need to move the head on the canvas you can exit `EDIT` mode by pressing `T` again. The gyro appears and you can select `MOVE` by pressing `W`. Pull the gyro (grab the coloured ends) and move it in the direction you want. To continue modelling, press `T` and re-enter `EDIT` mode.<br />To model the ears you can use `SCALE` (E) to enlarge the ear area. Use `DRAW POINTER` to shape the lobe and make an indentation then use `SCALE` (E) to reduce the ear back down to the correct size. This will take some practice as it is not easy the first few times you try it. Make sure you model the `bumps` in the head where the metal hoses will fit. <br /><em>NOTE:</em> If you select another tool by mistake at this point you will `snapshot` your head into the document &#8211; common frustrating mistake. If this happens CTRL+`N` clears the entire layer and you will notice a copy of your head is left in the `TOOL` panel. You can re-select it and `draw` it back into the document and continue to edit it.
<p>&nbsp;
<p><strong>ADDING SOME COLOUR AND MATERIAL<br /></strong><a name="colour"></a>
<p><img src="http://www.gfxzoom.com/images/2009/07/c483_figure3.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p>figure 3.
<p>Later we will be changing the material that is applied to the head. For now we want to add some colour. With the head still in `EDIT` mode go to the TOOL panel and select TOOL&gt;MODIFIERS&gt;TEXTURE and select COLORIZE. This will flood the model with the currently selected colour (you may not see a difference). To add colour without adding depth turn off `Z` in the draw panel (un-select all buttons). Finally ensure that you have `DRAW POINTER` selected (Q). Go to the COLOR panel (on the other side of the screen usually) and pick a light cream colour to start painting onto the head. Begin painting as you did the modelling but notice that only colour is added, no depth because `Z` is switched off. Paint the whole head, adjusting draw size as needed. (The quickest way to achieve this is to flood fill the head from the COLOR panel but it&#8217;s good to practice) Change to a slightly darker colour and begin to shade darker areas in the eye sockets, wrinkles under the chin etc. Keep doing this until you are happy with the effect. Figure 3. TIP: You can reduce the amount of colour added by reducing the `RBG intensity` slider in the DRAW panel. The effect is like a semi-transparent airbrush. To add or change the material that is used you will need to enter the MATERIAL panel on the left side of the screen. With your `head` still in `EDIT` mode, select `BasicMaterial` from the options available in the material palette. If it is not there click the top of the panel and a full range of materials will be shown. It would be possible to write a whole tutorial on materials so I will just give you the parameters to input. With `BasicMaterial` highlighted go to MODIFIERS and adjust the following: Ambient=10, Specularity=4, Noise=0.427, Noise Radius=24. As you have the head still `live` in `EDIT` mode in the document window all the changes will update automatically. Now save the material, MATERIAL&gt;MODIFIERS&gt;SAVE. We will need this later.
<p><img src="http://www.gfxzoom.com/images/2009/07/777a_figure4.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p><strong>SETTING THE SCENE </strong><a name="scene"></a><br />When you are finished colouring the head you can position it in the document in its final position. Zoom out (minus key, plus to zoom in, 0 to reset to 100%) until you can see the whole canvas on screen. Exit `EDIT` mode and the gyro will re-appear. Select `SCALE` (E) and enlarge the head to fill the canvas by clicking inside the gyro and pulling away. Get the size correct then change to `ROTATE` (R) and use the gyro to position the head at the correct angle for the final image (See Figure 5.) Now use CTRL+`S` to snapshot the head into your image. TIP: It would be a good idea to go to the TOOL panel and save the head as a ZTOOL for future use. If you close Zbrush without saving the ZTOOL you will lose it even if you save the document. The head is now in place and sitting on its own layer. We need to add two more layers, one for the background and one for the eyes and metal hoses. Go to LAYERS&gt;INVENTORY&gt;CREATE and do it twice to create two more layers. You can see them in the LAYER panel. The `green ` coloured layer icon is the current active layer (It should be the one with your head on it). Click into one of the new layers. This layer can be used to import a bitmap image (either .BMP or .PSD) as a background. <br />For this project I created a 2500&#215;2500-blurred image with the same colours as the head. You can leave it blank for now and create an image to import later. When you import the image, if it isn&#8217;t the same size as your document, it will be stretched to fit. Click onto the other new layer and this is where we will create the eyeballs. <br /><strong>CREATING THE EYES </strong><a name="eyes"></a>
<p><img src="http://www.gfxzoom.com/images/2009/07/27f6_figure5.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p>Select a Sphere3D from the TOOL panel. Click anywhere in the document window and drag-out a sphere. As you are on a different layer to the `head` you will not affect it. Go to EDIT mode by pressing `T`. Open MODIFIERS&gt;INITIALIZE submenu. Set the mesh resolution to Hdivid=256, Vdivid=128. Go to TOOL&gt;MODIFIERS&gt;TEXTURE and select COLORIZE. The sphere will turn pure white (if it&#8217;s not already). Go to TOOL&gt;MODIFIERS&gt;SYMMETRY and check `Z` then `R` for RADIAL SYMMETRY. Set the radial slider to 30. This should now give you a ring of red dots around the eyeball. We only want to colour the eyeball and not effect the surface with depth. Go to the DRAW panel and click the green coloured ZADD button to de-select it. Now go to the `COLOR` panel on the other side of the screen and select a black colour. Bring the dots on the eyeball together and begin to draw a pupil. You can get different effect by changing the `NOISE` slider/curve in the TRANSFORM&gt;MODIFIERS panel. If you find too much colour is being added go to the `DRAW` panel and adjust the &#8216;DRAW SIZE&#8217; and &#8216;RBG intensity&#8217; sliders. When you have finished the pupil select another, lighter colour for the iris (I used a couple of shades of orange) and draw the outer ring. Follow this with a thin line of black around the iris and then finish the eyeball with a cream colour. At this point you can choose a material for the eyes. To simulate a glossy wet appearance I chose the default `Toy plastic` from the MATERIAL palette. It will update as soon as you select it. Now we need to place them into the document. Exit edit mode (`T`), use the gyro to scale, move and rotate the eye into position over the socket area. TIP: This is where you realise that the document has retained depth. With the eye in `move` (`W`) mode you can move it along the `Z` axis (in and out of the image) by simply clicking outside the gyro and dragging your mouse up (in) or down (out). Get the eye into position in the socket and `snapshot` a copy into the image with CTRL+`S`. Snapshot leaves the eye live and `stamps` a copy so you can continue to move the eye. Using `W` and the gyro, slide the eye across to the other socket and position in the same way as the first. As the eyes are on a separate layer we can `paint` on them without affecting anything else. Pick the `SimpleBrush` from the tool menu. Pick a near-black colour from the Colour Panel. In the draw panel set the RGB Intensity to about 7 (near transparent) and turn `Z` off. Paint a dark shadow across the top of the eyeballs and around the edges. You can use the ALPHA panel to try out some of the other Alpha Brushes to add veins using a red colour.
<p><img src="http://www.gfxzoom.com/images/2009/07/ec9a_figure6.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p><strong><br />DETAILING THE SKIN </strong><a name="skin"></a><br />Switch layers back to the `head` layer. To get the shiny effect on the lips select a new material (any) from the MATERIAL panel. Go to MATERIAL&gt;MODIFIERS&gt;LOAD and load the pre-saved basic material into the new slot (overwriting the material you just chose). Increase the settings for Specularity, Noise and Noise radius (small amounts). Using the `SimpleBrush` with `Z` off paint the new material onto the lips. If the settings don&#8217;t look right adjust then REMEMBER: All materials in Zbrush remain `live` and can be adjusted throughout the creation of the image. You will need to change the colour in the COLOR panel and keep the `RGB Intensity` low (high colour transparency) Unlike other 3D applications that use displacement and bump maps, the detail on this model was added with ALPHA brushes or painted on with the Simple Brush. To `paint` the veins and cracks use the `SimpleBrush` with different alpha brushes. The `DRAW` panel can be set to `ZCUT`, which will then use the ALPHA brush to add cracks and creases. You can also make your own in a paint package and import them into the ALPHA panel. Remember you can also change the colour setting as you go. The stitch areas were `painted` on with `Z` turned to `ZCUT` and a red colour.
<p><img src="http://www.gfxzoom.com/images/2009/07/fb47_figure7.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
<p><strong>ADDING THE HOSE </strong><a name="hose"></a><br />Before creating the hose you need to make an alpha map in a bitmap painting package. It needs to be approximately 500 wide by 80 high and be black and white repeats (i.e. like a pedestrian crossing). It needs to be a .BMP or a .PSD for Zbrush to recognise it. In Zbrush go to the TOOL panel and select Ring3D. Go to TOOL&gt;MODIFIERS&gt;INITIALIZE and change Coverage=230, Hdivide=128, Vdivide=128. Import the black and white bitmap into the ALPHA panel. Go to TOOL&gt;SELECTION&gt;ALP which then grabs the Alpha brush and applies it as a mask to the ZTOOL. Now use TOOL&gt;DEFORMATIONS&gt;INFLATE to create the Hose shape. The black areas of the bitmap are used as a mask, inflating only the White areas. Make sure you change layers to the eyeball layer. With the hose/ring selected in the TOOL panel draw/drag it into the document window. Enter `EDIT` mode (`T`) and apply one of the `Metal` materials and use a dark grey colour. Exit `EDIT` mode (`T`) and use the gyro to position the hose. Remember `W` in+out. Snapshot the hose into position and move the hose to the next position using move and rotate. Repeat until all hoses are placed. <br /><strong>LIGHTS AND RENDERING</strong><a name="light"></a><br />The last stage is adding some lights and rendering the image. In the LIGHT panel two lights are set to `on` as default. These are both `SUNS`. Click one of the light slots that isn&#8217;t highlighted and it should turn `green ` (on). Click into the `COLOR` panel and pick an orange colour. Click under the LIGHT panel in the colour box and that should change to orange. In LIGHT&gt;MODIFIERS&gt;TYPE choose `GLOW`. In LIGHT&gt;MODIFIERS&gt;PLACEMENT drag the `PLACEMENT` button to the document window to where you want the `glow` to appear. These settings will only be shown when you use `BEST RENDER` in the render panel. You will want to try different settings in the lights panel to get the correct effect. Make sure you click `SHADOWS` to `green` (on) in at least one of the `SUN` lights. To see the light effects you need to render the image. Go to the RENDER&gt;MODIFIERS panel and highlight (turn on) `shadows`, `render depth cue` and `depth effects`. Then click `BEST RENDER` to see the results.
<p><img src="http://www.gfxzoom.com/images/2009/07/349b_head.jpg" title="Modeling a head in zbrush" alt="tutorials zbrush Modeling a head in zbrush" />
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