ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

282 chapter 8 ■ ZBrush Movies and Photoshop Composites



  1. With the model now masked by Cavity, make sure you are on the Flat Color mate-
    rial and export an image as cavit y.psd (Figure 8.29). This image will be used to help
    accentuate the details on the sculpture as we layer renders and paint in Photoshop.

  2. The final passes are utility renders for depth and masking. The first pass will be a depth
    grab of the canvas. Recall from Chapter 4, “ZBrush for Detailing,” that you can grab
    the depth information of the ZBrush canvas as an alpha. We’ll do this now and use the
    resulting image as a mask in Photoshop for various effects, including simulating depth of
    field. Open the main Alpha menu and click the GrabDoc button. This will grab a depth
    sample of the canvas with white values closest to the viewer and black farthest away.
    A final version of this appears in Figure 8.30. This is sometimes called a ZDepth image.
    Be aware that the image will use the actual document resolution although you are displaying
    the document in antialiased half mode. When you use this image in Photoshop, you’ll have to
    manually resize it by half.
    The remaining images are to be used for knockout masks if you decide to change the
    background, or if you decide to isolate the eyes or mouth subtools from the head. To create
    these masks, turn on MRGB at the top of the screen. This will fill the subtool with color as
    well as material. Select a color from the color picker and fill each subtool with the chosen
    color and the Flat Color material by clicking the Fill Object button under the Color menu.
    Figure 8.31 illustrates this effect. Keep in mind that doing this will delete any polypainting
    you have applied to the surface!


Figure 8.28
The cavity map
settings


Figure 8.29 The cavity map on the character will serve as
a detail mask.


Figure 8.30 The resulting ZDepth image
Free download pdf