Saturday, November 3, 2012

Zbrush 3point lighting tutorial



Ok time for a tutorial, this time about rendering a good 3-point lighting setup in zbrush!

                1. With your tool opened in zbrush select Basic Material (You have to  use a standard material because all matcap materials have a static light) this will make your model turn gray.

                2. Go to the render menu > Render Properties > and turn on WaxPreview, and AOcclusion.

                3. Still in the render menu > BPR Shadow and change the Rays and the Angle to 40 (this makes the shadow more realistic).

                4. Under the Material menu > Wax Modifiers turn the Strength up to the desired look (the default color of the wax modifier is red, but if you wish it to be blue move the temperature slider to the left). 

                5. Under the light menu move the dot to the position desired for the key light. 

                6. Now press Shift+R (default zbrush shortcut) for Best Preview Render, after a few seconds under the BPR RenderPass menue (Render > BPR RenderPass) there will be images created (shaded, Depth, Shadow, AO and Mask). Click no each one and save them out as your desired format.

                7. Back in the Light menu, move the light dot to represent the kicker/fill light. Then Press Shift+R again.

                8. This time only save out the shaded image.

                9. Back in the light menu double click on the light dot to make the light go behind the model. Then increase the Intensity to your desire and then capture another BPR render and Save out the shaded image again. 

10. Now in photoshop, open all the images and copy and paste all the images into one image (making sure each image is becoming a new layer).

11. Copy the Depth and the Mask layers and paste them into the channels as masks.

12. Change the layer setting on the shadow layer to multiply, and then press Ctrl+U to bring up the Hue/Saturation menu. Turn on Colorize and adjust to a color/setting of your liking. (The lightness slider controls how deep your shadow is). Do the same thing to the AO layer.

13. With the lighting layers, change their layer setting to Screen and likewise adjust turn on Colorize in the Hue/Saturation menu. The first light layer (the one which the AO and shadow images were made from should be the bottom layer in the stack of layers) can be colorisezed as well if desired.

You now have a 3 point lighting setup with zbrush renders. If you have a very dynamic model and wish to have field of view in your image…

                14. Press, Ctrl+A (select all), Ctrl+Shift+C (Copy all visible layers), Ctrl+V (paste) This will create a new layer with a copy of the current image. Now go to Filter> Blur> Lens Blur…

                15. This will open a new menu, change the source to Alpha (whatever one is the depth layer is named) Now play with the Blur Focal Distance until you find a depth of field that you like and press ok.

And Ta Da!  Your zbrush 3point lighting setup now has a depth of field blur to it! The last image we copied and did not use was the mask image. This is used if you wish to make a background of some sort













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