Carlito is the second of my characters created with ZBrush. Hope you like him!
The model was created within ZBrush using ZSpheres where it was modeled, sculpted, textured and displaced. Thereafter, it was imported into 3dsmax for lighting and rendering using VRay 1.45.70. The rendering was split up into numerous layers such as diffuse, specular, shadow, ambient occlusion, diffuse glows, etc, for optimum control during the compositing stage.
The foliage was created entirely from numerous color corrected composite photographs and the depth of field was produced with my own
Depth Of Field Generator PRO plugin:
beutiful work as always.
can you share some more info about how you render those seperate layers?
how do you render ambient occlusion form vray?
best regards
Gili cohen
The layers are the usual thing - basic diffuse layer, specular layer, GI/ambient occlusion layer (Not a true AO: just giving everything a white material, disabling all lights, and having primary light bounce on with no secondary bounces on a white environement). This creates beautiful shadow tones which you can then easily composite as a layer using multiply mode and some colorization.
Lot’s of glow layers which are done by blurring highlights and compositing them on screen more and/additive.
4-5 foliage layers which were all color corrected in PS. The only CG elements were Carlito and the tree trunk which both used displacement.
Then there’s minor masks for changing specific areas of him, etc.
I think that’s about it, although I’m sure I forgot something or other. If so, just ask. Posting the wireframe is always a hassle but you can imagine it’s a pretty straight forward quad-based poly mesh derived from ZBrush.