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Rendering ambient occlusion in ZBrush
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Kyle Green

Pluralsight

Kyle Green
In this ZBrush tutorial we will be exploring many of the new and enhanced rendering features found in ZBrush 4. When creating digital sculptures in ZBrush, the rendering and presentation of that artwork is a very important aspect to consider. With the new rendering features that have been added in ZBrush 4, we can create renders that are much higher in quality and realism without ever having to leave ZBrush. This course will cover topics such as ambient occlusion rendering, adding subsurface scattering effects to our ZBrush models, rendering transparent refractive surfaces, rendering our ZBrush artwork into multiple passes for compositing purposes, as well as many other tips and techniques that will teach you not just how these features work, but how to use them properly to get the best results.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:16
Working with BPR shadows in ZBrush
2

Working with BPR shadows in ZBrush

 
11:26
Rendering ambient occlusion in ZBrush
3

Rendering ambient occlusion in ZBrush

 
06:40
Rendering refractive transparency in ZBrush
4

Rendering refractive transparency in ZBrush

 
09:00
Using the Fresnel Overlay material in ZBrush
5

Using the Fresnel Overlay material in ZBrush

 
06:23
Rendering subsurface scattering in ZBrush
6

Rendering subsurface scattering in ZBrush

 
12:47
Multi-pass rendering in ZBrush
7

Multi-pass rendering in ZBrush

 
05:26
Rendering an animated sequence from ZBrush
8

Rendering an animated sequence from ZBrush

 
06:15