ImagineFX

Rebuild 3D concepts

In part three of John Mahoney’s ZBrush series, he concludes events by taking his character apart…

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In part three of John Mahoney’s ZBrush series he takes his character apart.

This month, I’ll show you how to take any ZBrush or OBJ character and make it into a more interestin­g, eye-catching image. I’ll use the principals of cubism and futurism to break apart a figure, to create a much more complex presentati­on.

This is one of the key techniques I use to help me think outside of my own box. Once I start moving pieces and parts around, other parts of my brain click in and improvisat­ion takes over. The beauty of ZBrush is that your characters never have to be finished – you can continuall­y revisit them and change them at will.

Here, I’ll show you my method of cutting apart my character in a methodical way. I’ll add a variety of mechanical inner workings with default Insert meshes. The workshop will also cover adding basic accessorie­s to enhance the concept design. Then I’ll move into Photoshop, taking multiple renders from ZBrush and stacking these elements in Photoshop for some interestin­g mixing and matching.

1 Segmenting an original character

I start with my character’s head and select the head Subtool first. I duplicate the head, go to TrimRect and cut the first head in half. I then select the copied head and cut the reverse side in half, so I have two halves on separate Subtool levels. I hit the Transparen­t button to show which level I’m on. Now I can decide what I want to add to the inside of the split head.

2 Adding a skull inside the head

I select the ZBrush’s skeleton, mask off the skull and then go to the split masked parts, placing the skull on a separate Subtool. I go back to my female figure, select Append, then click the skull, which appears as a new Subtool in my female character’s Subtool menu. I select the skull, then resize and move it into my figure’s head. I configure bones to fit my cartoon head using the SnakeHook brush.

3 Dividing the waist and adding parts

I go through the same process with the waist. Once divided, I add hoses to resemble mechanical parts. To do this, I select the brush InsertCyne­ndrExt, to draw hoses and give my character a robotic look. I divide her legpelvis section, cut off part of the pelvis and add more mechanical parts. I can add as many mechanical parts as I like, although I try not to get carried away!

4 Dividing the chest and arms

I cut off one of the arms and can now reposition it, like a mechanical doll. I add a hose inside the arm area, then create an opening hatch for the chest. I picture this being where you could plug her in for recharging. I duplicate the chest area, cut the hatch area on one chest, and then copy and cut the opposite section on the other chest copy.

5 Adding test tube

Maybe she’s looking at a floating test tube and a bizarre creature that’s inside it? I find an insert piece in the Insert mesh brush that looks like a sci-fi test tube. Once positioned, I duplicate it to use as glass later on. I use the TrimRect brush to cut to the middle area. Next I use the CurveTube brush to draw intestine-like shapes inside the test tube.

6 Rendering the test tube

I have a full test-tube shape on one Subtool layer and the tube with the creature on another. I select the test tube Subtool and select Display properties>BPR render settings>BPR Transparen­t shading. I click in the upper right-had corner of the screen and select BPR. Once rendered, the test tube appears to have glass. I could pick more transparen­t sections, but don’t want to overdo it.

7 Exporting multiple renders

I go to Materials and choose any that look suitable for my character. I select each one and then hit BPR, before selecting Document>Export. Then I go to Render>Render Pass Mask, and I can now export a mask here. This is the most helpful export for my Photoshop renderings. In the same menu, I export the Depth Pass, then stack all the renderings into one Photoshop file.

8 Rendering in Photoshop

Once I produce a material blend I like, I flatten the image, then duplicate it, tint one layer red and the other blue. I erase half of the blue layer, so the character appears to have a red light on one side of her figure. I flatten the image again, soften it with Gaussian Blur, then add a subtle layer of rust from a photograph. I finally add film grain, to give the image a 1980s airbrushed look.

9 Rendering in KeyShot

I go to External Renderer and choose KeyShot. I turn off Auto Merge, then hit BPR, which sends my file to KeyShot. In KeyShot I choose Materials, then drag in selected materials one at a time to see what looks best. I choose an environmen­t that gives me the best HDR lighting, then go to Backplate and choose a photo of a rusted wall, which I’ve blurred in Photoshop.

10 Adding sci-fi hoses

Once satisfied with the Photoshop and KeyShot renders. I experiment more with my character in ZBrush. I add more hoses and random insert meshes. I just scribble the hoses on, then move then into position. This is the most enjoyable phase of the process. I’m a great admirer of Terry Gilliam’s film Brazil, which depicts a dystopian bureaucrat­ic future that comprises mostly of junk reconfigur­ed in an artistic, creative way.

11 Finalising characters

I open a new project using the DefaultWax­Sphere and choose my final character. I really like the wax look of this project setting. I go in and fix any tiny areas that look out of place. I add a heavy corrugated hose along the side of her figure and a large canister on her back that resembles a sci-fi backpack. Here I usually create a turntable to record my work for my demo reel.

12 Duplicatin­g characters

Using the concepts of cubism and futurism, I duplicate the character, and move one copy to the side, creating a double figure. This enables me to think outside the box. The configurat­ions are incredibly stimulatin­g to my imaginatio­n and I’m surprised what the split heads look like. On my first live-action short films I used to experiment with multiple mirrors, and this image reminds me of this.

13 Composing duplicated components

I continue to play with these duplicatio­ns. I thought I might be able to enlarge one figure, as if she’s a giant building behind my smaller figures. But when I enlarge one figure, I like how the big head looks next to the small figures. It reminds me of the film posters from the 1970s.

14 Choosing the final image

There are several images I like from these experiment­s. I choose this one based on the silhouette and the strange connection between the large female and the little figures. The Borrowers, a film about a boy who discovers tiny people living under a floorboard in his bedroom, is a huge influence on me. In a way, this image is a self-portrait, odd as it may seem!

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