I haven't had a lot of success in the past with rendering so I did some reading first. I found Daniel Bystedt's Zbrush rendering tut at 3D Total and used it as a guide for rendering out my passes. It's a great guide, anyone wanting to explore rendering options for Zbrush should check it out.
The main things I changed in my workflow was rendering each light out as its own pass (rather than trying to do them all at once) and rendering out a cavity pass.
Here are the BPR passes I rendered from Zbrush:
- Shaded (custom basic material, no polypaint, white fill)
- Ambient Occlusion
- Cavity
- Mask
- Depth Mask
- Environment Light (+shadow pass)
- Key Light (+shadow pass)
- Rim Light (+shadow pass)
I composited the render passes in Photoshop and painted in a background. I chose to use Photoshop for color rather than polypainting in Zbrush. I felt I would have better luck keeping my color palette unified throughout the scene if I did the color for the whole piece in photoshop. I used color and overlay layers to preserve the lighting from my render passes while painting.
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