Join Ryan Kittleson for an in-depth discussion in this video Setting up remap value nodes, part of Digital Creature Creation in ZBrush Photoshop and Maya.
Getting good specular maps with the skin shader requires some extra work.…The shader isn't really made for creating a variety of specular types on a single shader.…For this we're going to have to go back to the values that we wrote down back in…Chapter 8 when we first set up the skin shader.…Then we'll use those values to manipulate the spec map that we made in Photoshop.…So let's do a render of the Dewhopper as he is right now.…I am going to click in the Perspective viewport and I am just going to hit…Spacebar so we can see it nice and big and let's just zoom in so that we can get…it really tight on this, so we can see what the renders are doing. All right!…Go ahead and hit Render.…
Okay, so we've got our finished render now.…The problem that we are running into is that the entire model has the exact same shininess.…The inside of the mouth, the boney plates, the leathery skin, they're all just…kind of this medium amount of shiny.…And what we really need to do is to control it with the map so that the leathery…
- Brainstorming and refining a character concept
- Installing custom brushes
- Optimizing tablet settings
- Posing the ZSpheres in ZBrush
- Sculpting muscles and midsize shapes
- Working with DynaMesh
- Using GoZ between ZBrush and Maya
- Creating topology for animation
- Sculpting fine detail
- Cleaning up a mesh in Maya
- Creating the UV layout
- Lighting and shading
- Painting texture maps
- Posing with Transpose tools in ZBrush
- Batch rendering a turntable animation
Skill Level Intermediate
1. Preparing Your Workspace
2. Designing the Creature
3. Basic Sculpting in ZBrush
4. Basic Modeling in Maya
5. Creating Topology for Animation
6. Creating the UV Layout
7. Creating a Pedestal Environment
8. Lighting and Shading
10. Posing the Model
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