Week 12 | 2D Output

 

Rendering in ZBrush and Compositing with Photoshop

 

Part 1: Rendering Phase 1 & 2

  • Intro

  • Core Passes (07:52)

  • Lights (12:18)

  • MatCaps (21:57)

Part 2: Compositing Phase 3 & 4

  • Layer Setup (00:00)

  • Prep our Layers (19:03)

  • Layer blending (22:23)

  • Lighting (29:38)

  • SSS and Colored Light (39:04)

  • Adding the eyeball (57:10)

  • Touch ups with the Smudge Tool (01:05:10)

  • Working the Foreground and Background (01:10:11)

  • Chains (01:24:03)

  • Upscaling (01:27:57)

  • Adjusting Globals (01:29:24)

  • DOF (01:30:33)


This process will cover four phases of what is required to accomplish your image composite:

  • Phase 1: Setting up your Lights and Cameras.

  • Phase 2: Matcaps

  • Phase 3: PS Setup

  • Phase 4: PS Layer Compositing

First we’ll look at these phases in depth. Be sure to note the list of passes listed below for a typical usage. To follow along you can grab the demo files here.


Phase 1: Setting up your lights and Cameras

Overview

Create as many Light Passes as you need. Ultimately you are the one who is in control of the lights. Don't feel that you have to use all of them in your final composite. Create 2 light passes for each of your light passes with both the Blinn and JellyBean MatCaps Material turned on. Start with turning them all on, set to screen and then turn them all off. Progress with your lights one by one.

Render the following light layers and save them into a “Light Maps Folder” within your project.


Step 1:

Create custom camera position, set focal length somewhere between 28 - 35mm. Lock the Camera.

Step 2:

Set up your Render globals.

  • Render > Properties

    • Details: 4

Note: This is the point where you’d want to turn on your, Live boolean, Microomesh, and any additional passes that may not be turned on with ZBrush factory settings, i.e.: Transparency, SSS, WaxPreview, etc.

  • Render > BPR Shadow

    • Rays: 400

    • Angle: 30 ish

    • Blur: 1

Step 2:

Fill light, adjust 1st light into position

  • ZBrush Settings: Front Light, Blinn Matcap, Black RGB, Intensity = 3.65, Ambient 3

  • PS Layer Mode: Lighten - Lighter Color

  • PS Usage: Mask into areas where needed

Step 3:

Key light, adjust 2nd light into position

  • ZBrush Settings: Front/Side, Light Blinn Matcap, Black RGB, Intensity = 3.65, Ambient 3

  • PS Layer Mode: Lighten - Lighter Color

  • PS Usage: Mask into areas where needed

Step 4:

Rim light, double tap light position on pallet to switch light to back of sphere. Adjust 3rd light into position.

  • ZBrush Settings: Rear/side Light, Blinn Matcap, Black RGB, Intensity = 3.65, Ambient 3

  • PS Layer Mode: Lighten - Lighter Color

  • PS Usage: Mask into areas where needed

 

Phase 2: Matcaps

Step 1: Visit the ZBrush Free Matcaps repository at Pixologic.com/resources

Step 2: Render the following Matcap layers and save them into a “Matcap Folder“:

  • Skin04

  • Skeleton

  • Frame01 (Included with ZBrush)

  • Soft Solar

  • Reflected Map (Included with ZBrush)

  • Reflect2 (Included with ZBrush)

  • Metal (Included with ZBrush)

  • Metal01 (Included with ZBrush)

  • GK_Bubble_Gum

  • DJ2 Skin

  • Normal RGB Map (Included with ZBrush)


Phase 3: PS Setup

Overview

Below is a quick list for how to stack your layers. This will serve as a base for how to get started. Build your layers stack to match below as a base. Make adjustments accordingly to fit your own specific needs.

Tip: Once your layers are stacked accordingly, create a duplicate window under “Window > Arrange > New Window for (Filename.psd)” or open your navigation window for single monitors


Core Layers I

  • Shadow

  • AO

  • Depth

  • Soft Solar

Lights Group

  • Fill

  • Key

  • Rim

Core Layers II

  • Flat Color

MatCaps

  • Reflected Map

  • Reflected Map 2

  • GK_Bubble_Gum

  • Metal01

  • Frame01

  • SL_Skinmat2

  • Skeleton

  • Skin04

Core Layers III

  • Base

  • Black Background


Phase 4: Layer Compositing

Recap

Step 1:

  • Import maps if you haven’t already

Step 2:

  • Put light passes into layer groups

Step 3:

  • Put Matcap passes into layer groups

Step 4:

  • Start with all layers turned off except “Base”.

Step 5:

  • Set up duplicate window zoomed out.

Step 6:

  • Set modes on all MatCaps layers

Step 7:

  • Set modes on all Light Passes.

  • Don’t feel like you have to use every light.

Step 8:

  • Composite Layers accordingly with an artistic eye

  • Consider adding color and contrast into the background to help with your final presentation.


Core Maps Overview


Base Map |

  • Purpose: Provides skin-like properties to your surface.

  • ZBrush Setting: Best Render with a single light and shadows turned on

  • PS Layer Mode: Normal

  • PS Usage: Foundational bottom layer to catch the composite of all above layers.


AO Map |

  • Purpose: To add values to the form. within occluded areas where light naturally terminates. Using your levels can help adjust your Values.

  • ZBrush Setting: “Best” Rendered. AO Default setting. TIP: Increase

  • PS Layer Mode: Multiply

  • PS Usage: Standard


Depth Map |

  • Purpose: To force the focal point of your model. You can also use this for creating a chiaroscuro effect on black. to increase the darkness spread, adjust the “Angle”

  • ZBrush Setting: Default Settings

  • PS Layer Mode: Overlay

  • PS Usage: Using you levels can help. As standard usage or with the "Lens Blur Filter"


Shadow Map |

  • Purpose: Generally kept close to the top of your layer stack

  • ZBrush Setting: Default

  • PS Layer Mode: Multiply

  • PS Usage: Standard


ID Pass Map |

  • Purpose: To use for isolating objects, creating selections, and masking

  • ZBrush Set Up: Assign the "Flat Color Matcap" with different RGB fills. Keep the objects next to each other complimentary. Avoid using the same color twice.

  • PS Layer Mode: N/A

  • PS Usage: Use with color selection to quickly separate and isolate your control.


Flat Color Pass Map |

  • Purpose: To retain your color information painted on your model

  • ZBrush Setting: Default

  • PS Layer Mode: Color/Color Dodge

  • PS Usage: Standard


Matcaps


Overview

The MatCaps listed below will help you to get a base foundational overview for what can be done with MatCaps. Use these MatCaps listed below for you project and understand you can explore your choices for what MatCaps will work best for you. Also don't forget to use your PS global adjustments to control your layer opacity and intensity of your MatCap passes. So go experiment!


Skin04

  • Purpose: Dynamic Usage

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Diffused Skin highlights and Base color

  • PS Layer Mode: Soft light


Skeleton

  • Purpose: Dynamic Usage

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Diffused Brightening of Base color and Shadows

  • PS Layer Mode: Soft Light


Frame01

  • Purpose: Cavity details. TIP: Try inverting this map to use as a wash for your cavities. I generally have the layer opacity set to 30 - 50%

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Isolating Shadows

  • PS Layer Mode: Typically overlay or soft light


Soft Solar

  • Purpose: To fake sub surface scattering in PS

  • ZBrush Setting: Default/Shadows off

  • PS Usage: To add fake bounce lighting

  • PS Layer Mode:


Reflected Map

  • Purpose: Fake Reflections. TIP: Turn off shadows before you render.

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Brushed into areas

  • PS Layer Mode: Overlay - Hard Light


Reflected Map 2

  • Purpose: Fake Reflections

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Fake Reflections

  • PS Layer Mode: Overlay - Hard Light


Metal01

  • Purpose: To fake metallic surfaces

  • ZBrush Setting: Default/Shadows off

  • PS Usage:Standard

  • PS Layer Mode: Overlay - Hard Mix


Metal02

  • Purpose: To fake metallic surfaces

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Standard

  • PS Layer Mode: Overlay - Hard Mix


GK_Bubble_Gum

  • Purpose: TIP I often use global color shifts

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Brushed into areas

  • PS Layer Mode: Soft Light


DJ_Skin_2

  • Purpose:

  • ZBrush Setting: Default/Shadows off

  • PS Usage:

  • PS Layer Mode:


Normal RGB Map

  • Purpose: To help fake the Lighting.

  • ZBrush Setting: Default/Shadows off

  • PS Usage: Extract from RGB Color Channels

  • PS Layer Mode: Overlay - Hard Mix


Light Maps


Overview

Create as many Lights as you need. Ultimately you are the one who is in control of the lights. Don't feel that you have to use all of them in your final composite. Create 2 light passes for each of youlight pass with both the Blinn and JellyBean Matcap Material turned on. Start with turning them all on, set to screen and then turn them all off. Progress with your lights one by one.

Blinn

Note:

  • Blinn Matcap gives you very sharp highlights

  • JellyBean gives you a softer spread from the highlights it creates.


Key Light

  • ZBrush Settings: Front/Side, Light Blinn Matcap, Black RGB, Intensity = 3.65, Ambient 3

  • PS Layer Mode: Lighten - Lighter Color

  • PS Usage: Mask into areas where needed


Fill Light

  • ZBrush Settings: Front Light, Blinn Matcap, Black RGB, Intensity = 3.65, Ambient 3

  • PS Layer Mode: Lighten - Lighter Color

  • PS Usage: Mask into areas where needed


Rim Light

  • ZBrush Settings: Rear/side Light, Blinn Matcap, Black RGB, Intensity = 3.65, Ambient 3

  • PS Layer Mode: Lighten - Lighter Color

  • PS Usage: Mask into areas where needed