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(118K JPG Full image 937x1100)
STAGE 1 The Project begins
STAGE 2 Starting off with a sketch
STAGE 3 Metal Rust materials
STAGE 4 Modeling the parts
STAGE 5 Painting the backdrop

STAGE 6 Putting the scene together
STAGE 7 Into the light






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OTHER ZBRUSH RESOURCES

Pixologic`s Website
ZBrush Online manuals

Many thanks to the team at Pixologic for help and advice.

All images © glen southern2001 or Pixologic (screenshots)



`THE CORROSIVE MARINE`
a ZBrush Tutorial by Glen Southern
1. THE PROJECT BEGINS

For some time prior to creating the Corrosive Marine image I had been wanting to work on a full body image in ZBrush. In my first year with ZBrush I tried to specialise in head studies (mainly because I wanted to become as good as Ofer Alon who created the RRRRR series of images) and I had been happy with the level of detail I had reached at that stage. To move forward I wanted to put together a `scene` that showed a full figure set in a 3D environment. I chose to use the Warhammer 40,000 universe as a setting and settled with an old favorite from my youth, the Space Marine.

I wanted to create an image that would allow me to stretch my skills with the new Texturemaster ZScipt and I also wanted to use the tequniqe that Ofer introduce in a thread at ZBC, namely rust and corrosion.
2. STARTING OFF WITH A SKETCH
To begin a project like this I usually set up the document first.
Open ZBrush and set the document size to that required for the project (2000x2400)
Add about 4 layers at this stage as it`s quicker to add them now than when the program is holding lots of information.
Place a `plane` in one of the layers. This will be used to paint the background onto in a flat material later on. However at the start I use this layer to `sketch` out the image I want to create.

In the past I have used hand drawn sketches (scanned in and resized) for this layout job. The main reason I do this is to ensure that I keep proportion and composition right, and you will know, there is nothing worse than detailed an area of an image only to find that it`s in the wrongplace ar too big. (See IMAGE 1)

IMAGE : Initial Sketch on its own layer
3. METAL/RUST MATERIALS
To create the materials for this project I used a method described in Pixolators Golden Idol ZScript. This ZScript shows you how to make contrasting materials that when combined give a good likeness to corroded metal. I have made the ZMT (materials available below). However, please be aware that the corrosive texture (ie. the colours) were created by mixing up the materials and adding different shades of brown and orange.
Corrosion
material set

material 1 24k
material 2
22k
material 3
23k
material 4
24k
material 5
23k
material 6
22k
material 7
22k
material 8
22k

click the materials

TOOL MODIFIERS DEFORMATION INFLATE

 
4. MODELLING THE PARTS
With a project of this size that requires a large number of ZTools (models/objects) I usually open a default document of 1000x1000 with a black or grey background and then model, texture and save them out as .ZTL files before assembling them in the main document.


See larger version

Most of the pieces that I created started out as a sphere, ring, tube or box. There are a number of good modelling tutorials around to help you get to grips with the basics. Try my head modelling tutorial that was produced for EFX magazine.

Most of the ZTool parts were modified using an alpha mask to inflate or deflate areas of the mesh. Here`s an example:


Use the Ring3D tool for this pipe object and in the
TOOLMODIFIERSINITIALIZE

set the Hdiv and Vdiv to maximum and the COVERAGE to 90 degrees and the SRAD down to 20
Import the alpha that you want to use as a mask:
ALPHAIMPORT
Use the:
TOOLMODIFIERSSELECTIONALP

This will take the alpha and wrap it around the selected ZTool. In our case the Ring3D. If it is not in the right position you can use the flip horiz, flip vert, rot and even the neg buttons in the ALPHA panel. Your ZTool should now have grayed out areas. The darker the areas the less effect any deformation will have on that area.
Use the:
TOOLDEFORMATIONSINFLATE

slider and set it to about 20 (or whatever you like. The ZTool should now be inflated only ob the unmasked areas.
This is the basic method of modifying a ZTool using alpha masks.
 
5. PAINTING THE BACKDROP
The background is painted onto the plane that I created at the start of the project.

I used the flat material and a range of the standard alpha brushes that come with the program. The process is just like using any standard 2D painting package, you simply paint onto a canvas until you achieve the desired result.

To get the cloud effect I used a few different colours and went over the same area time and time again without having any depth switched on (Z off). To blur the clouds I used the smudge tool, again with Z off, and smudged around the whole canvas. Finally I used the shading-enhancer brush to give some contrast.

6. PUTTING THE SCENE TOGETHER
After all the pre work and modelling I was eager to start compiling the image. Using the sketch in a back layer (turning it on and off regularly) I started to put the pieces into the compostion. Using a layer for the armour and another for the pipes and chains I started building up from the chest plate in the following order:
The order of things.....

Chest plate
torso
shoulder padshelmetbiceps
forarms
hipsthighscalvesfeethandsstaffflailchest pipeships chainspouchrear gunssword and scabbardorc headassorted floor rubbish
7. INTO THE LIGHT
Here the choice is as wide and varied as you care to make it. I tried several different permutations until I settled with the final one:

1x Sun (Default light), white, from top left, shadows on, ZMode, set to 1.0
1x Sun (Default light), white, from top left, shadows on, ZMode,0.4
1x Sun (added), blue, from bottom right, ZMode,1.0
1x Glow, aqua, placed on the flail spikes to the right, shadows off. 0.7
1x Glow, pale orange, placed on the Orc head to the left, shadows off, 0.3


 

 



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