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Dinosaur PBR Case Study

A project that I have been slowly chipping away from over the past few month, and one of my first completed models using a full PBR
Process 
I started the project by creating the base model using ZBrush's ZSpheres. 
After getting a quick basemesh completed, mouth and eye cavities were sculpting. A small amount of detail was then sculpted to identify how the model's topology should be arranged. 
The model was then taken into Autodesk Maya, where it was retopologized from scratch using the the Quad Draw tool. 
I decided early on in the model's conception, that UDIMs would be required to project the amount of detail I wanted from various PBR maps. I broke the model into 21 different UDIM. 
After the retoplogization and UV mapping process was completed, the model was transferred back into ZBrush where the long process of high poly sculpting began. After a week of experimentation on how it was best to sculpt the scale details. A handfull of alpha maps were created and used to stamp detail onto the model. The alpha maps were not perfect and required cleanup. The majority of the scales were sculpted by hand using a technique where I would mask dozens of small circle and scale shapes, invert the mask and paint the scale onto the model. 
After experimentation was completed, the entire high poly sculpt was generated in about a 22 hours of work. 
Once the high poly sculpt was completed, the main diffuse texture was finished after a few hours of work using ZBrush's polypaint. The cavities and spaces between scales was painted quickly by using ZBrush's Mask by Cavity feature, and inverting the mask generated. 
Once the diffuse map was created, a seperate Subsurface map was painted using polypaint once again. A subsurface map was required for the model, as it could be used to generate additional maps using simple nodes. The main areas painted for the subsurface map were the mouth, and slightly between the scales. 
After the diffuse and subsurface maps were created, a variety of additional maps including Normal, Displacement, Subsurface and Ambient Occlusion were generated automatically by ZBrush. 
Once everything was generated, it was as simple as plugging in the variety of maps and nodes into a material in Blender.
I look forward to furthur expanding on this project into the field of animation. Developing a future narrative for the creature and fine tunning it to a furthur polished state.

Textured model.

Textured model.

Textured model.

Textured model.

Textured model.

Textured model.

Textured model.

Textured model.

Grey model.

Grey model.

Grey model.

Grey model.

Grey model.

Grey model.

Finished model topology has 12,454 polygons.

Finished model topology has 12,454 polygons.

Spin render.

Cinematic Viewing of Model.

Video pan comparison of various material maps.

Simple material used in Blender.

Simple material used in Blender.

High sculpt sculpt was created on the 7th subdivision level with 51,011,584 polygons.

High sculpt sculpt was created on the 7th subdivision level with 51,011,584 polygons.

The model was broken down into 21 UDIMs to preserve details from the high poly sculpt.

The model was broken down into 21 UDIMs to preserve details from the high poly sculpt.

Diffuse/Texture Map

Diffuse/Texture Map

Normal map

Normal map

Displacement Map

Displacement Map

Ambient Occlusion Map

Ambient Occlusion Map

Subsurface Map

Subsurface Map

Inverted Subsurface Map used for Roughness Map

Inverted Subsurface Map used for Roughness Map

Subsurface Map with 10% white overlay used for Specular Map

Subsurface Map with 10% white overlay used for Specular Map