Graphics Programs Reference
In-Depth Information
I created these render passes outside of ZBrush using the same techniques Scott discussed earlier in this
chapter. I used a very simple skin shader for one of my passes. Pretty much any rendering engine will have
some kind of skin shader these days. If you choose to use ZBrush for your render passes, check in Chapter
10, “Rendering the Enforcer,” for a demonstration of how to render skin materials in ZBrush. When I'm
rendering my character, I always make sure that the lighting is dramatic. Dramatic lighting guarantees a dy-
namic image. I rendered several material passes. I first selected a translucent skin material and went into the
material's properties to change the color to a green hue ( Figure 9-112 ) .
Figure 9-111: Posed head
 
 
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