Dragon Ball Z Character - Cell

  • ZBrush Assignment - Dragon Ball Z Cell
  • Scroll down towards the end for more final images
  • Second Attempt
  • Third Attempt
  • *Updated - 5/4/2018*
  • *Updated - 5/12/2018*
  • *Updated - 5/19/2018*
  • I've made some major changes based on last week's feedback.
  • I went back to my sculpt right before the alpha stamps, so I can use the base without the textures on them.  Dhemerae's feedback on reversing the texture, instead of textures protruding outward, I wanted to have them dig into Cell's skin, just the way it is on the anime series. 
  • I drew out the patterns from the reference images, and made 2 usable alphas with slight blur on them, so the stamps on my sculpt doesn't have jagged edges.
  • Before I could apply alpha stamps on the body, I separated the sculpt in Polygroups.  Sarah's suggestion really made a big difference in workflow because I can work in sections, and it allowed me to work in finer details.  Although it took a long time, but it was worth it.  
  • Dhemerae's demo on "Masking in Peaks and Valley" really helped me out and it saved a lot of time.  
  • I wish ZBrush had a place to save colors or had an ability to color-pick, because I had to write down all the RGB values of every color that was used in Cell's illustrations and input them in Custom Colors sections.  Maybe I just don't know how in ZBrush.
  • After polypainting, I played with materials to see how the sculpt look and "MAH Shiny" material seem to work the best.  It looked as if I had an "HDRI" sky around my sculpt.  
  • I ran into a small problem in mapping my polypaints on to my UV map.  Then I back into notes, and found out I had to go into UV Master to "Unwrap" then able to "Make it from Polypaint." 
  • Below are some of my failed attempt at UV mapping.  I like how they look.
  • Here is my UV Map.
  • Once I was able to generate UV map the correct way, I "GoZ"ed it into Cinema 4D.  Brought it in Arnold Shader and rendered them.  Tried a couple different angle to highlight the details, and rendered them out in OpenEXR to further tweak the beauty pass with Diffuse, Specular, Direct, Indirect and etc.
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    I am extremely happy and feel accomplished with this class.  I wasn't so sure about ZBrush as an application, but now I am comfortable working in it. Now I can bring my 3D sculpture into Cinema 4D, and further work on them.  My journey in ZBrush and Cinema 4D seems promising due to this awesome class and I thank both instructors, Sarah and Dhemerae.