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A GUIDE TO ZBrush Comic Style Render by Pablo Munoz Gomez

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A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

A guide to:<br />

Zbrush <strong>Comic</strong><br />

<strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

www.pablander.com<br />

1


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Hello and welcome to another <strong>ZBrush</strong> guide!<br />

In this guide, I’ll try to tap into the fantastic world of comics<br />

and borrow bits and pieces of what’s considered a “comic<br />

style” to create a reusable <strong>Comic</strong> Material for render 3D<br />

sculptures using <strong>ZBrush</strong> BPR.<br />

In this tutorial you’ll learn:<br />

An illustration on its own is rarely referred to as a “comic”,<br />

unless is part of a sequence of related images, which are,<br />

in most cases, driven <strong>by</strong> a story. But there are also a lot of<br />

different comic styles simply because each artist has his/her<br />

own style. So how do we determine those visual clues that<br />

suggest our next piece of art is COMIC ART?<br />

- Various techniques to achieve the “<strong>Comic</strong> look” in <strong>ZBrush</strong>;<br />

- To create and render a “<strong>Comic</strong> style” artwork in <strong>ZBrush</strong>;<br />

- How to create your own <strong>Comic</strong> MatCaps;<br />

- Combine materials together for more complex effects;<br />

- A bunch of tips and trick related to material creation.<br />

•<br />

Resources!<br />

I have compiled a bunch of resources with this guide to help<br />

you understand certain things or simply to give you a head<br />

start in the right direction. Some of the things included in the<br />

resource folder might not make sense outside the context of<br />

this tutorial, so I encourage you to go through the tutorial<br />

and bring up the resources as they get mentioned<br />

(in yellow) in the different sections. Afterwards, feel free to<br />

use them as you want in your personal projects.<br />

Intro<br />

Although defining what a comic style is and what is not,<br />

could be a volatile topic of discussion, I will simply use the<br />

term to refer to a particular set of visual clues that (in my<br />

opinion) suggests an illustration could be part of what’s<br />

commonly referred to as a comic book or a graphic novel.<br />

A short answer could be: consistency. In other words, no<br />

matter what your style is, if you want to put together a short<br />

comic book or an epic graphic novel, consistency will be<br />

a strong element that could bind your sequence of<br />

images as a whole.<br />

Take for example the overpowering dark shadows and<br />

stylised anatomy of Mike Mignola’s Hellboy, or the<br />

beautiful, clean and simple linework of TinTin <strong>by</strong> Herge.<br />

The soft palettes and detailed illustration from Moebius, The<br />

bulky and oversized proportions of Rob Liefeld’s art, The<br />

psychedelic compositions and colours of Jim Starlin, The<br />

dynamic poses and zombie-like characters of Ryan Ottley<br />

as well as the complex lines and shadow work of Todd<br />

Mcfarlane or Jim Lee. I could go on and on just to mention<br />

some of my favourites (and I’m leaving a lot of big names<br />

out for the sake of not going over three pages here). I’m<br />

sure that you get the idea...<br />

In the construction of this tutorial I have used many<br />

references of my favourite comic artists and I have<br />

identified what I consider to be the key elements<br />

that make an illustration an artwork for a comic<br />

book. So here are the visual clues and what I will be<br />

discussing in this tutorial:<br />

OUTLINE AND LINE WEIGHT<br />

This is probably the most important one out of the four visual<br />

clues. Since most comic books are 2D in nature, Sculpting<br />

your character in 3D and getting the right shader to mimic<br />

the look and feel of a hand drawn illustration, is essential.<br />

We’ll take a detailed look into this further into the tutorial.<br />

www.pablander.com<br />

2


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

In this particular case, and because we are going to be<br />

working in 3D, we have the advantage of quickly and<br />

interactively change the direction and intensity of the<br />

shadows much more efficiently than if we were just drawing<br />

of inking in 2D (more of these in the matcap section).<br />

“RESTRICTED” COLOURS AND RIM LIGHTS<br />

DYNAMIC POSES AND PERSPECTIVE<br />

This clue or idea is quite obvious. Not only a dynamic pose<br />

will make the character look more interesting, but it suggest<br />

movement which could make your image a bit more<br />

“sequential” even if you are working on a single image.<br />

The perspective is not simply a choice of camera angle, but<br />

an additional tool that could also add to the dynamism of<br />

the image and help to accentuate the mood of the scene<br />

(a hero pose usually from a low level perspective aiming<br />

upwards, for instance).<br />

In this fourth clue I’m doing a generalisation, but it’s<br />

necessary in order to create a couple of specific examples<br />

that can be explained in a step <strong>by</strong> step scenario.<br />

Regardless of the colour palette, you can use flat colours<br />

or a more sophisticated gradient that defines the volumes<br />

better. The reason why I called it “restricted” is because the<br />

different hues are usually applied to well defined areas of<br />

the characters.<br />

Ok, with this introduction out of the way here is a little bit of<br />

the structure of how we are going to tackle this guide:<br />

HARD SHADOWS AND CONTRAST<br />

Surely one of the coolest visual clues is the use of hard<br />

shadows that are often there to define volumes and the<br />

anatomy of the characters. In some cases they shadows are<br />

very intense and create an overly contrasted image with a<br />

very dramatic lighting, sometimes the shadow itself is the<br />

driving force of the whole composition of the image.<br />

First, I will show you some of the different approaches<br />

that we can take to achieve the look and feel we<br />

want, as well as giving you a rough indication of what are<br />

the process involves.<br />

Then, I will mention some points that are important to<br />

consider when sculpting in 3D if you want to go for<br />

this particular “comic style” look. This will lead to a better<br />

understanding of the use of <strong>ZBrush</strong> Matcap materials.<br />

Finally I will explain each one of the techniques in<br />

greater depth, finishing with a visual step <strong>by</strong> step<br />

guide of how I created the COVER IMAGE for this<br />

tutorial in which I make use of the technique previously<br />

discussed.<br />

For more advanced user, you can quickly scan the tutorial<br />

<strong>by</strong> reading the Green and Orange highlights, if you just<br />

want to have a general idea of the tools and methods used.<br />

www.pablander.com<br />

3


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Let’s get started:<br />

Let’s kick this guide off <strong>by</strong> establishing some of the the<br />

methods and/or <strong>ZBrush</strong> features that we can use to get<br />

what we want. Keep in mind that all of the aforementioned<br />

features can be combined to make even more complex<br />

illustrations.<br />

The following diagram showcases my hero character<br />

called Kepler, illustrating the result of each one of the<br />

methods that I will be explaining in this tutorial.<br />

This is just to give you a rough idea of what can be<br />

achieved and the tools involved.<br />

looking comic style render within zbrush. You have<br />

the advantages of the <strong>ZBrush</strong> MatCap materials and when<br />

combined with other shaders the possibilities are endless!<br />

I’m sure you will definitely enjoy this process.<br />

Outlines and photoshop finishing: With this approach,<br />

you will also have a whole lot of options. We’ll take<br />

advantage of the 3D nature of the model and the versatile<br />

materials of <strong>ZBrush</strong>, to produce an very accurate and<br />

clean outline that we can use as our linework to shade it in<br />

Photoshop, anyway you want!<br />

THE IDEA BEHIND THE MATCAP FOR COMIC STYLE<br />

(USING TESTING MATCAPS).<br />

Now I’m guessing you are as excited as I was when I<br />

started testing these techniques, but before jumping into the<br />

the action, I want to show you a few things that helped me<br />

achieve the look I was going for, instead of settling for a<br />

“good enough” result.<br />

This is the more technical part of the tutorial but I think it<br />

is fundamental to have a basic understanding of the way<br />

MatCaps in <strong>ZBrush</strong> work in order to make it work for you<br />

and for what you need, so here we go:<br />

TECHNIQUES AND METHODS <strong>TO</strong> ACHIEVE BPR COMIC STYLE<br />

Lightcap: This is one of the quickest ways to achieve the<br />

comic look within <strong>ZBrush</strong>. It gives you a lot of control on<br />

shadows and the way the colours (lights) are blended.<br />

Also it has a super fast render time, under 1 second without<br />

shadows.<br />

<strong>ZBrush</strong> Matcap: This is an obvious choice, you can<br />

quickly create a whole bunch of materials that have the<br />

lighting your want embedded in a single image. There are<br />

a few limitations that we’ll discuss later on but overall it<br />

gives a very decent result and the render time still is under 1<br />

second using BPR.<br />

MatCap is short for Material Capture and it captures<br />

the lighting and reflections of the environment. There are a<br />

few ways to create a MatCap but will get into that when we<br />

talk about the specific approaches of attaining the comic<br />

style.<br />

I believe that you learn best <strong>by</strong> doing, so let’s try to<br />

understand some of the features of a MatCap <strong>by</strong> jumping<br />

into <strong>ZBrush</strong> and playing around with some of the testing<br />

objects.<br />

In the resource folder you should have a .obj file called<br />

“MatCap_Objects_Tester.obj”. Open <strong>ZBrush</strong> and<br />

import that file, drag it into the canvas and enter the “edit”<br />

mode:<br />

Photoshop MatCap: Creating MatCaps within <strong>ZBrush</strong> is<br />

probably one of my favourite methods to experiment with,<br />

and when Photoshop is added to the mix, the results are<br />

very interesting and precise.<br />

Mixing Shaders with MatCaps: In my opinion<br />

this is the best possible way to get a really cool<br />

www.pablander.com<br />

4


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Nothing fancy here, but I found these objects to be<br />

the best simple forms to understand how a matcap<br />

interacts with a 3D object. In other words how a simple<br />

image is wrapped around a 3D model.<br />

In the same resource folder you should have a material<br />

called “RGBY_Testing_MatCap.ZMT”. Go ahead and<br />

load it up from the Material thumbnail > load. You’ll<br />

see a colourful set of objects like this:<br />

Pay attention to the left row while you slowly rotate the<br />

object clicking and draggin up or down like this:<br />

Repeat the rotation but this time keep in an eye on<br />

the row at the right. What you’ll see, is that the transition<br />

of the colours is smoother on the right and more abrupt<br />

on the left. The reason why, is because of the difference in<br />

the amount of geometry in the objects.<br />

First thing I would like you to do, is turn the perspective<br />

ON and OFF (<strong>by</strong> pressing P) just so you see that<br />

perspective doesn’t affect how the material is<br />

displayed.<br />

The testing material is a simple MatCap that consist of one<br />

channel with an image (the four squares of colour).<br />

Essentially, you could click on the image of the material and<br />

replace it with whatever photo you want but let’s stick with<br />

these colours for now.<br />

This also means that the objects with less geometry or<br />

less subdivisions, have less normals. This will be more<br />

relevant in the next section when we talk about modeling<br />

for comic render.<br />

So how is this colourful testing MatCap applicable in<br />

anyway? There are a couple of things we can assume:<br />

No matter how much we rotate the models, the BLUE and<br />

GREEN colours will always stay at the bottom and<br />

the RED AND YELLOW at the top.<br />

In the same way, YELLOW and GREEN are always<br />

right, and BLUE AND RED are always left.<br />

Now frame the objects and snap them to a front view<br />

(Hold shift while rotating).<br />

With that in mind, we could also assume that no matter<br />

the object you use, at any given angle that it is viewed,<br />

the polygon that has normals facing up and right will be<br />

YELLOW and the same principle applies for the rest of the<br />

colours.<br />

Let’s see if that is true with more complex objects, I just<br />

loaded my character and applied the MatCap that we’ve<br />

been using:<br />

www.pablander.com<br />

5


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Let’s load the “RGBYK_Testing_MatCap.ZMT” material and<br />

see what happens with our testing objects. All I did was<br />

edit the image in the MatCap and add a black dot<br />

right in the middle. For the purpose of this tutorial, I am<br />

going to refer to the faces with normals pointing directly at<br />

the camera as “front normals”.<br />

Ok cool it, looks like it’s true!... There are some faces that<br />

I’m sure are facing directly to me (or the camera if you like),<br />

and they still have colour.<br />

A couple of interesting things happened to our testing<br />

objects, the front normals are now black but the first object<br />

at the top left has no black in it. This is purely because the<br />

object is a pyramid with only five sides and none<br />

of the faces is pointing towards the camera.<br />

Here is when MatCaps start to get more complicated<br />

because you have to take into account all normals of<br />

the objects not just left, right up and down but also front<br />

and all the rest in between.<br />

The good news is that the image I used in this testing<br />

MatCap, is so simple that we can actually detect which<br />

parts of a more complex model are facing “the camera”<br />

at any given angle. The centre of the image used <strong>by</strong><br />

the MatCap (where the four colours meet), is actually<br />

the point that is facing the camera directly, so in the<br />

Kepler character example, these are the areas that have<br />

polygons facing the camera.<br />

Rotate the object 180 degrees and things are quite<br />

different, the pyramid (now at the top right) is just black<br />

because the “base” is a single polygon with front<br />

normal.<br />

So now let’s have a look at this testing material applied<br />

to the Kepler character:<br />

www.pablander.com<br />

6


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Very cool! Although the colours are too saturated and<br />

too bright at the moment, things are starting to look more<br />

interesting. Let’s have a look at some of the attributes of the<br />

material to modify it a bit more, before we move on into the<br />

more meaty part of this guide.<br />

Load another testing material called RGBYW_Testing_<br />

MatCap.ZMT. This is an exact copy of the previous<br />

material, but I just changed the black dot in the centre<br />

of the image used <strong>by</strong> the MatCap to be pure white.<br />

With cavity detection enabled (value more than 0), Zbrush<br />

is rendering the peaks or high points of the object, with the<br />

colour in the channel A and the cavities or low points with<br />

the colour in the channel called B and its also using these<br />

two colours to shade the materials using a 50% of each of<br />

these channels, which is why the colours are darker and the<br />

white areas look grey (50% white and 50% black - or 50%<br />

A channel and 50% B channel).<br />

I sculpted a couple of lines with the Dam_Standard brush<br />

in this plane to show you the above paragraph in practical<br />

terms:<br />

We are now going to take a look at two very important<br />

things for our comic look, the first one, is how to get the<br />

outlines that describe the volumes of the sculpture and the<br />

second one, is how to alter the “range” or depth of the<br />

MatCap. Make sure you turn off the polyframe so that the<br />

effects is more evident.<br />

One way we can achieve the outlines from the MatCap<br />

is <strong>by</strong> tweaking the Cavity Detection and Cavity<br />

Transition values (Intensity A and B are also relevant<br />

here). Let’s change the Cavity Detection to 1, you’ll<br />

see that the colours are less bright and the outlines in the<br />

model are pure white. Let’s invert the effect <strong>by</strong> changing the<br />

Cavity Transition to 1:<br />

If you move the Cavity Transition slider back to -1<br />

you’ll get the opposite effect. However, it’s important<br />

to know, that this attribute is not inverting the A<br />

and B colours but rather smoothing or sharpening<br />

the transition of the Peaks and the cavities (black<br />

and white in this case) so you are actually inverting the<br />

transition.<br />

Hopefully is not too confusing, but give me another<br />

chance to explain it. Imagine that A and B are a simple<br />

gradient from White to Black:<br />

If Cavity detection is not enabled, <strong>ZBrush</strong> will only<br />

take into account the A sliders.<br />

Great, now we have some black outlines but the colour<br />

are still a bit dull. The black or white outlines and the<br />

less bright colours are<br />

determined <strong>by</strong> the same<br />

attribute, which is the<br />

colour I chose for A and B<br />

at the bottom of the modifier<br />

subpalette.<br />

www.pablander.com<br />

But is Cavity Detection is enabled, the Cavity<br />

Transition will sharpen the transition between A<br />

and B:<br />

7


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

when you invert the values in the Cavity Transition<br />

slider you are essentially flipping the effect:<br />

Let’s go back to the testing objects. As I mentioned<br />

earlier, the Intensity A and B are also very important<br />

here and this is how we are going to change the grey back<br />

to white. Turn the Intensity A all the way up (to 5)<br />

and Cavity Transition to 1. This is basically our original<br />

MatCap but now we have black outlines.<br />

These attributes are mainly to intensify the appearance<br />

of cavities or peaks, but the real value for us in this comic<br />

tutorial, is that we can change really quickly the area<br />

covered <strong>by</strong> the “front normals” colour in the image<br />

of our MatCap.<br />

These are some examples at different values and you can<br />

actually “flip” the MatCap image if you go to the negative<br />

values:<br />

You can play around with the Cavity Detection and<br />

Cavity Transition values to tweak the amount of<br />

lines and the thickness of the outlines. Now that you<br />

know that the colour of the outlines are determined <strong>by</strong> the B<br />

channel, you can simply change the B colour to something<br />

else to get different outline colours:<br />

Here are some screenshots with the same values from the<br />

above samples but used with Kepler character.<br />

We are getting closer! Maybe you are starting to get<br />

excited about the possibilities? I know this first part might<br />

be a bit tedious but I think we need to tackle some of these<br />

basics before getting into the super cool effects.<br />

MODELING FOR COMIC RENDER<br />

(DEEP INDENTATIONS - SHARP LINES - CONTRAST SHAPES)<br />

Ok, the next thing I want to show you is the Depth A and<br />

Depth B. The easiest way to understand the practicality of<br />

these attributes, is to see it as a “pinch” (positive values<br />

like 3) and “Magnify” (postivie values closer to 0). That<br />

<strong>ZBrush</strong> does to the MatCap image.<br />

One of the things you’ll realise when creating your own<br />

Materials, is that sometimes they look great in one model<br />

but not so much in a different one. If you create a <strong>Comic</strong><br />

MatCap material and want to reuse it, chances are that<br />

it will look good with a variety of models and using the<br />

testing objects provided with this guide will help you get<br />

a more consistent result. However, it’s not all about the<br />

material, so you might be modeling a really cool character<br />

but when you apply your brand new <strong>Comic</strong> MatCap, you<br />

may be disappointed. So this section is about some tips and<br />

tricks to make the models more likely to look awesome with<br />

the comic style materials.<br />

www.pablander.com<br />

8


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

The head in the image on<br />

the right, is a quick dynames<br />

sketch that looks alright in the<br />

MatCap Gray. The model<br />

seems clean and there are<br />

some organic shapes and a<br />

bit of hard surface around the<br />

helmet/mask.<br />

I took the head and applied<br />

one of the MatCaps I made<br />

and suddenly, it started to look<br />

a bit boring. We are losing<br />

some important lines of<br />

expression and there is no<br />

much contrast:<br />

To upgrade the look of this head I exaggerated the<br />

volumes and indentations a bit more. I also added<br />

some alphas and a few lines on the suit; these subtle<br />

changes helps to accentuate the contours of the face and<br />

create greater contrast between the surfaces.<br />

Here is what’s happening… When we take a model and<br />

we exaggerate the low and high points or peaks and<br />

crevices we are also increasing the normals variations<br />

in the model. Take a plane for instance, if we apply the<br />

Testing Matcap with the black circle and we snap the view<br />

to look at it from the top, we will see the plane is totally<br />

black. Since the plane has only one face normal (pointing<br />

at the camera in this example) it can only pick a single<br />

colour from the Matcap determined <strong>by</strong> the view angle.<br />

Now, this is the same head with exactly the same<br />

material. It looks more defined and more interesting; the<br />

differences is purely in the model, not in the render<br />

settings or the MatCap attributes.<br />

If we subdivide the plane (more faces, more normals)<br />

and we pull some faces, the sculpted area will have<br />

normals pointing in directions that matches other<br />

point in the image of the MatCap.<br />

www.pablander.com<br />

9


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

If you have a Matcap with an image that has very thin<br />

black outline, and you want to get some black lines<br />

within your model, you’ll need to carve deep in the model<br />

until the normals are almost 90 degrees from the view<br />

angle.<br />

LIGHTCAP FOR COMIC STYLE RENDER<br />

Lightcaps are very powerful. They essentially follow the<br />

same principle of MatCaps in that they both intend to<br />

capture light information. The main difference is that<br />

with LightCaps you can interactively adjust the light and<br />

its properties while you create it. With the MatCaps, on<br />

the other hand, the light information is baked into a single<br />

image, which means that to modify the lighting you’ll have<br />

to edit the image.<br />

A simple TIP to enhance your models for comic render:<br />

Work on your model as you normally would. Once you<br />

are happy with it, test your <strong>Comic</strong> MatCap and see if the<br />

model itself needs tweaking the you can simply create a<br />

new layer and exaggerate the cavities or crevices you want<br />

to be more prominent.<br />

Here is Kepler with a gray matcap so you can see the<br />

model. Ideally the volumes and lines I exaggerated should<br />

make the character look more consistent across different<br />

MatCaps:<br />

Although this is a very powerful method to achieve a comic<br />

style look, it is not my personal favourite. I chose it to be<br />

the first in the list to discuss, because it can give you very<br />

quick and interesting results, so this might get your<br />

creative juices flowing and get you excited enough to make<br />

it through the rest of this lengthy guide!<br />

Ok, the first thing I’ll get you to do is initialize <strong>ZBrush</strong><br />

so that we can start fresh. Load the “Testing_Hero_head.<br />

ZTL”, drag it into the canvas, enter edit mode and dock<br />

the Light palette to the left or right tray. Also, select the<br />

SkinShade4, you should have something like this:<br />

You should also have only one light enabled from the<br />

Light palette, go ahead and turn it off. Also set the<br />

Ambient light to 0 You should see something like this:<br />

Ok, now that we have gone through some basic concepts<br />

and a few tips we can start using the different techniques<br />

I mentioned at the beginning, to achieve our comic style<br />

render.<br />

www.pablander.com<br />

The reason you can still see the model and some<br />

volumes is because the SkinShade 4 has a bit of<br />

Ambient. If you open up the Materials palette and then<br />

10


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

the Modifiers subpalette, you’ll see the first attribute is<br />

Ambient and it’s set to 15. Turn it to 0 and now we<br />

have a pure black silhouette (I also got rid of the<br />

Background gradient).<br />

Now find the LightCap subpalette in the Light palette. We<br />

don’t want to alter any MatCap but rather start fresh so<br />

select the SkinShade4 material again (keep in mind<br />

that the SkinShade is a <strong>ZBrush</strong> shader not a MatCap).<br />

Click on the “New Light” button from the LightCap<br />

subpalette. You should see something like this:<br />

Before we start creating our first LightCap, I want you to go<br />

to the material palette and click on any MatCap.<br />

Great! we just created a light that is letting us see the<br />

volume of our object again. Now let’s do a quick<br />

overview of some of the attributes we will be using<br />

to create the comic effect.<br />

THE STRENGTH is quite self<br />

explanatory. The higher the value the<br />

more light that is diffused from the<br />

object.<br />

What is going on? We have turned all the lights off! Why<br />

are we still seeing the MatCap? Well this is the practical<br />

example of some of the things I have been talking about.<br />

MatCaps have the lighting information already<br />

baked in an image so you can see it even if you don’t<br />

have lights in your project.<br />

When using MatCaps, the only difference between having<br />

a light on or off, is the ability of casting shadows on the<br />

model at render time.<br />

THE SHADOW slider determines the<br />

opacity of the shadows cast <strong>by</strong> the<br />

selected light in the LightCap. I will turn<br />

this attribute to 0 in most cases when<br />

creating a comic LightCap.<br />

THE APERTURE AND FALLOFF. These two attributes will<br />

be the most important ones to create the look we want:<br />

THE APERTURE defines how the light is<br />

spread over the model, think about it as a super<br />

concentrated laser beam when you have lower<br />

values or a huge diffused light box when you<br />

are in the higher values.<br />

THE FALLOFF defines the distance cover <strong>by</strong> the<br />

light in the model. For our purposes, the easiest<br />

way to think about it is as a “sharpen / Blur”<br />

slider for the area covered <strong>by</strong> the light.<br />

With all this in mind, set strength value to something<br />

like 1.3 and the Aperture slider to 60, you should get<br />

something like this:<br />

www.pablander.com<br />

11


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

From this point you have a two options:<br />

1. Keep playing around with the lighting and add<br />

some polypaint to your model so you can start<br />

getting some colours into your comic illustration.<br />

2. Use the light sources to colour the model and<br />

then create a MatCap from the lightCap.<br />

Now go ahead and change the Falloff slider to 0…<br />

voila! The first step towards something cool in this <strong>Comic</strong><br />

style guide. Finally!<br />

Here is a quick example for option number 1. I just<br />

position the light in the angle that I liked and assign some<br />

flat colours to the hero head.<br />

Option two it’s a bit more juicy! so let’s see what else we<br />

can do.<br />

From the LightCap editor preview image, click and drag<br />

the little red dot that appears in the middle (this is your<br />

light). With just one light you can create a whole bunch of<br />

comic-like style effects:<br />

Keep the polypaint ON so you can see how the lights<br />

affect the colour. In the LightCap subpalette, there is a<br />

Colour picker next to the blending mode of the<br />

light, this allows you to pick a colour for your light source.<br />

I’m going to start <strong>by</strong> creating a bit of shading. I want to<br />

have strong sharp shadows but I’d like to see some details<br />

and the volumes a bit more. Let’s create the Base for this<br />

material: leave the colour in white and tweak the strength,<br />

aperture and falloff. I set the values to 1, 120 and 1.2<br />

respectively.<br />

NOTE: If you see a bit of gray between the black and the<br />

white areas on your model, this is because we haven’t<br />

turned off the Specular slider in the Material modifiers of<br />

the SkinShade4. If you want pure black and white, you can<br />

just set the specular slider to 0.<br />

www.pablander.com<br />

12


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Now create a new light from the “New Light” button.<br />

You will be able to cycle between the lights using the<br />

light index. When you have multiple lights, make sure you<br />

select the one you want to change because the attributes<br />

are unique to each light you create.<br />

The new light will be the specular or highlight but very<br />

subtle. With the Strength at 0.15, Aperture at 60 and<br />

falloff at 5.<br />

Finally, we just need to add a couple of highlights to<br />

make the render more interesting. Create another light (the<br />

fifth one), and change the colour to something like this<br />

bright yellow. Set the blending mode to Replace(normal)<br />

and crank up the strength to 20. Play with the aperture<br />

and falloff to get a sharp highlight and position the<br />

light to the right:<br />

The next step is to get some shadows but instead<br />

of enabling them,we are going to use the light itself as<br />

a shadow… WHAT?<br />

Yes, we’ll use is as a<br />

“black light” simply <strong>by</strong><br />

changing the colour<br />

to black and the<br />

blending mode to<br />

Multiply. Position it<br />

where you want, I put<br />

mine at the bottom left<br />

and got this:<br />

I’m sure you are starting to see the value of this method but<br />

let’s wrap it up and finish it <strong>by</strong> adding a few more lights.<br />

The next one is another “black light” that I positioned at<br />

the bottom and slightly to the right, just to make those sharp<br />

shadows a bit more prominent.<br />

Create one more final light<br />

that we’ll use as a secondary<br />

light source. This time I set<br />

the colour to blue and moved<br />

it to the left. Instead changing<br />

the strength to 20, I left it at 1<br />

and changed the Exposure to<br />

6 (the exposure multiplies the<br />

value of the strength slider…<br />

just so you know is there).<br />

Cool, so this is, in a nutshell, the idea of creating lightCaps.<br />

You can click on the “Create Texture” button to bake<br />

the lights into a single image that you can save with a<br />

MatCap. Alternatively, if you want to have the ability<br />

to further tweak you lights later on, you can save the<br />

LightCap and all your lights and attribute will be saved.<br />

There is an extra tip that I want to share with you before<br />

moving on… You don’t need to have polypaint on your<br />

model, you can actually turn the polypaint off and just use<br />

the lights to create your colour shading. For example:<br />

www.pablander.com<br />

13


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Obviously, you can enhance the render <strong>by</strong> mixing this<br />

method with some of techniques we’ll discuss in the next<br />

sections, but I think this can give you a good starting point<br />

for your comic style illustrations.<br />

This is Kepler with the LightCap image saved into a<br />

MatCap and I just tweaked a bit the Modifiers I mentioned<br />

before like Cavity Detection and Cavity Transition:<br />

First thing we should do is dock the Material palette<br />

to the left or right tray for easy access. Open up the<br />

modifiers subpalette and reset all the attributes.<br />

(I chose “Chalk” MatCap, also because you only need to<br />

reset the cavity transition to 0 and the intensity A to 1).<br />

The next step is find your reference image, try to pick<br />

something that has all the shades and colours you would<br />

like to bake into your new MatCap. I just loaded an<br />

illustration of Kepler and added to the spotlight (Texture<br />

palette > Select the image > Add to Spotlight). You can<br />

turn Spotlight on and off with Shift+Z and enter the<br />

spotlight edit mode just <strong>by</strong> pressing Z. Move your<br />

image to the side and your 3D model to the opposite side.<br />

ZBRUSH MATCAPS FOR COMIC STYLE RENDER<br />

The next technique I wanted to share with you, adopts<br />

the same idea behind the creation of a LightCap but this<br />

time we’ll be creating the MatCap image based on an<br />

illustration.<br />

This time we’ll be editing the image of the MatCap directly<br />

as we build it up. This approach is great if you want to<br />

create your material based on the style of your<br />

favourite comic and I think is one of the fastest ways to<br />

construct the look and feel what you want.<br />

I’ll start <strong>by</strong> loading the Kepler character, you can use the<br />

testing hero head, load the Kepler_bust.obj or your own<br />

model. The process should be exactly the same regardless<br />

of the model you use. Select a MatCap that you don’t<br />

use much because when we start the MatCap creation,<br />

the image used <strong>by</strong> the MatCap you choose will be<br />

overwritten (until you restart <strong>ZBrush</strong> again). I picked the<br />

“Chalk” MatCap.<br />

TIP: If you image has black areas, <strong>ZBrush</strong> will read it as<br />

transparent. An easy fix is to increase the intensity of the<br />

image from the spotlight menu.<br />

The most important thing to understand, is that the<br />

image used <strong>by</strong> any MatCap, is a capture of the<br />

“environment” (lighting, reflections, etc) and the best<br />

way to capture a 360 degree image is using a sphere to<br />

map all the light interaction points. So what we need to do<br />

before anything, is to identify in our reference image<br />

the closest thing to a sphere or a rounded surface.<br />

This could be a deltoid, a contracted biceps, a close up<br />

to the chin or a nose assuming it is a humanoid character,<br />

or in this case the head / helmet of the Kepler<br />

character which will work great as our reference point.<br />

www.pablander.com<br />

14


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Ok let’s introduce the MatCap brush! Go to the tool<br />

palette, open up the tool menu and select the MatCap<br />

brush from the 2.5D brushes section.<br />

<strong>ZBrush</strong> will tell you that your current tool is in edit mode<br />

and ask if you want to exit edit mode and switch tools. We<br />

need to click on “Switch” because we want to drop our 3D<br />

model onto the canvas and start using the MatCap tool /<br />

brush.<br />

Because we have chosen only one colour, there shouldn’t<br />

be any shading but a flat colour. If you still see some<br />

shadows is because the preview shadows are on.<br />

I personally don’t mind having them but if you want,<br />

you can turn them off from the <strong>Render</strong> palette ><br />

Preview Shadows > Object Shadows slider.<br />

Now we are ready to start building our comic MatCap.<br />

Begin <strong>by</strong> finding the colour or tone that is more<br />

prominent or that covers the biggest area, in my case, the<br />

light blue is a pretty safe choice. Once you have identified<br />

the primary colour, click on it (over your reference image)<br />

and you’ll see three things happening simultaneously:<br />

1. A small sphere with a little red arrow appears in the<br />

canvas.<br />

After choosing the first colour, I realised that there is<br />

actually a slightly darker blue that should be the<br />

primary and the light blue is just a really big<br />

specular / highlight so removing a marker (the point<br />

created where you click) from the MatCap is quite easy,<br />

you just need to sort of remember where you clicked.<br />

Hover over the area you clicked to pick your colour and<br />

you’ll see a little red square. You can now hold “Alt” and<br />

click on it to delete it. (the image in the MatCap or the<br />

3D model will not change until you click on a new colour -<br />

new marker).<br />

I clicked on the new colour that I think should be the<br />

primary shade and then click again on the lighter<br />

blue, but this time I’m going to give the highlight some<br />

direction. To do that, click and hold, then drag in the<br />

direction you want. You’ll see the little preview sphere<br />

updating as you drag the red arrow.<br />

2. The image used <strong>by</strong> the Chalk MatCap has been<br />

overwritten <strong>by</strong> the colour you chose.<br />

3. The 3D model (that is not editable because we<br />

dropped onto the canvas) is filled with the blue colour.<br />

Once you let go (of the click), you should start to see some<br />

shading on the model.<br />

This is a great way to create all sort of MatCaps, but we<br />

want to get the comic look and feel and at the moment, the<br />

transition between the colours, is very smooth. The<br />

next step is to learn how to get a sharper transition<br />

between the colours (moving from diffuse light to a more<br />

specular point).<br />

www.pablander.com<br />

15


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Click again on your image reference to select another<br />

colour. while clicking, drag the mouse to set the<br />

direction of the light and before releasing the click,<br />

hold Ctrl and keep dragging. When you add Ctrl to<br />

the equation, you’ll see how the area with the colour you<br />

picked, gets blurred or sharp as you drag from left to<br />

right.<br />

Ok, I know it doesn’t look quite right yet, especially in<br />

the very smooth areas (like the head and chest of the Kepler<br />

character). But don’t give up! this is a great way to achieve<br />

some very interesting shading. Once you have used all the<br />

markers you need to describe the lighting of your reference<br />

image, you can move on to refining the MatCap.<br />

First, check the image we have created<br />

in the MadCap texture. Just hover over<br />

the image input in the material to see<br />

how it looks, you might decide you<br />

need some extra markers. This is<br />

how mine looks:<br />

Since the idea is to make a very defined transition between<br />

colours to achieve the comic style, we need to hold Ctrl<br />

until we get a very sharp highlight. The problem is<br />

that each point you pick on an image is trying to mimic<br />

a light source, so the area of the light gets smaller as<br />

you make it sharper. You could think about using “Ctrl”<br />

as a way to modify the MatCap roughness; Ctrl + drag<br />

will change the “surface” between concrete and metal,<br />

for instance. Modifying the way the light interacts with the<br />

material from diffuse (like in a concrete wall) to very sharp<br />

highlight (like in a metal piece).<br />

Definitely not the best, but the way colours are mixed<br />

in the actual model is not too bad. This is why is a good<br />

practice to create your MatCaps based on the model<br />

you are intended to use the materials with.<br />

To refine this MatCap, open up the Matcap Maker<br />

subpalette (the last one in the Material palette).<br />

Here you have a series of attributes that you can tweak to<br />

change the look of your MatCap, the first one is: Gloss.<br />

This slider can help you sharpen the transitions between<br />

the markers or blur them a lot:<br />

All that to say that in order to make a sharp larger area<br />

in our MatCap we need to create various small sharp<br />

highlights of the same colour:<br />

I followed the same process to create the other colours<br />

including the black outline and got to something like this:<br />

Then you have the Refine attribute which I rarely use but<br />

you may want to experiment with it. The way I see it, is that<br />

it acts as a “burn-saturate” colour slider:<br />

www.pablander.com<br />

16


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Next you have intensity, saturation and contrast but<br />

these are self explanatory. Since these attributes modify<br />

the MatCap image, you could think of them simply as<br />

Levels, Hue/Saturation and brightness/contrast in<br />

Photoshop:<br />

For instance, the following image has the gloss slider at<br />

0.3 which is quite diffuse:<br />

This other one has a gloss value of 5 where you can start<br />

to see a clear definition of the different colours:<br />

Now look what happens if we take the first image with<br />

gloss at 0.3 and we increase the specular to 500. The<br />

image now looks almost like the one with gloss at 5:<br />

Then there is Backlight, but I haven’t found it to be that<br />

useful. I believe is a slider to exaggerate the fresnel<br />

effect depending on the samples of your image (if<br />

you have a very thin white outline around for example).<br />

Now, the specular<br />

slider is quite<br />

interesting. At first,<br />

if you are just playing<br />

around with the slider, it<br />

might seem that it does<br />

the same as the Gloss<br />

slider but it’s a different<br />

effect. It does blurs and<br />

sharpens the transitions<br />

between the markers,<br />

but it also reduces<br />

the radius of each<br />

marker sample.<br />

www.pablander.com<br />

So if we keep the specular at the maximum number (500)<br />

and we slowly increase the gloss value, we can see that<br />

<strong>ZBrush</strong> is reducing the diameter of each sample marker. In a<br />

way it’s like the Aperture and falloff attributes that<br />

we talked about in the LightCap section.<br />

So these are the final setting I used in the Matcap Maker<br />

to edit the image captured. Before and after:<br />

17


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

TIP: Keep in mind that while you refine the MatCap from the<br />

Matcap Maker subpalette, you can add, remove or edit<br />

your existing markers at any point.<br />

Great - I think we’ve made good progress, but the next<br />

couple of methods are really going to take the comic style<br />

to the next level.<br />

Finally, you can also play with the MatCap falloff curve<br />

to create a wide range of very cool and interesting<br />

effects, <strong>by</strong> creating additional point in the curve or using<br />

the noise slider:<br />

One last thing, if you want to delete all the markers you<br />

have created, go to “Marker” in the top menu and then<br />

click on “delete Markers”.<br />

PHO<strong>TO</strong>SHOP MATCAPS FOR COMIC STYLE<br />

RENDER<br />

I know, I know… the idea of this tutorial is getting the comic<br />

style using just <strong>ZBrush</strong> BPR, so why Photoshop? Well, we<br />

are still using <strong>ZBrush</strong> to render the materials, is just that we’ll<br />

take advantages of the precise tools in photoshop to create<br />

the MatCaps images before using them in <strong>ZBrush</strong>.<br />

It doesn’t have to be photoshop, most image editing<br />

software will be ok to do what we are going to do but<br />

I’ll use Photoshop as is the most widely used software for<br />

image editing and because it is the one I prefer.<br />

I could have started this guide <strong>by</strong> describing this method,<br />

because it allows you to ditch out a large number<br />

of options, test various combinations of colours and it<br />

just make the models look very cool. But I thought it was<br />

necessary to understand the LightCap and MatCap<br />

creation process beforehand, because what we’ll do<br />

now is essentially the same thing but “blindfolded”. In other<br />

words, we will be creating the image for the MatCap<br />

but without the interactive feedback that the<br />

previous methods offered.<br />

Once you are happy with your MatCap and if you want<br />

to save it for later use, simply go to the top of the Material<br />

palette and click save, give it a name and you are<br />

good to go!<br />

Let’s begin <strong>by</strong> opening the Photoshop_MatCap_template.<br />

PSD that I prepared for you. I use Adobe CC so the file<br />

might not open in previous versions of Photoshop but you<br />

can create your own template really easily, I just shared the<br />

one I use to save you some time.<br />

You should be able to see just a couple of layers, a<br />

Background and the smart objects that has the image.<br />

TIP: If you want to have your brand new MatCap available<br />

every time you start <strong>ZBrush</strong>, you need to save your<br />

MatCap into the startup folder. in windows is something like<br />

this:<br />

C:\Program Files (x86)\Pixologic\<strong>ZBrush</strong> 4R7\ZStartup\<br />

Materials<br />

www.pablander.com<br />

18


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

If you double click on the smart object, it should open up<br />

as a separate document that you can edit, you can add or<br />

remove layers and hit Ctrl+ S to save it. When you close<br />

after saving, all the changes will be saved into the<br />

template (because of the smart object) and you can save<br />

a JPEG to import into <strong>ZBrush</strong>.<br />

Within the smart object. you should see a few layers<br />

with objects that make the material, these layers can be<br />

anything, shapes, photos, hand painted, etc. Only what<br />

is inside of the circular area is going to be used <strong>by</strong><br />

<strong>ZBrush</strong> to render the material. That is why there is a<br />

mask image at the top for your reference which you can<br />

turn off before saving (doesn’t make a difference if you<br />

leave it on though).<br />

To start, delete or turn off the layers in the smart<br />

objects, leaving just the background and the mask.<br />

whatever we create in between this layers is going to be<br />

our MatCap image.<br />

I found that the easiest way to build an image for a<br />

MatCap is to work from the back to the front, or from<br />

the outline to the inner areas. So we’ll create the first<br />

colour that is going to be the dark outline.<br />

Create a new layer and let’s create a circle using the<br />

Ellipse Tool (u). hold Shift to create a perfect circle. After<br />

you create it you can also click Ctrl + T and transform it to<br />

put it in place. Fill this with Black, or use your reference<br />

image to colour pick the area with the colour you want.<br />

The next layer will be the next colour inwards: The<br />

dark purple. I also like to open my reference image as a<br />

separate document so I can keep it side <strong>by</strong> side.<br />

With his approach we are going to create the same image<br />

we created before with the MatCap creator, but this time<br />

we are going to have much more control over the<br />

transition of the colours, making very sharp distinctions<br />

between them and therefore achieving a better “comic”<br />

look:<br />

Using the same process as before, create a smaller purple<br />

circler to end up with something like this:<br />

TIP: If you created a shape (using the ellipse tool) you can<br />

simple press Ctrl + J to duplicate it and then Ctrl + T to scale<br />

and reposition it. Then just change the colour.<br />

Save the smart object, close it and save the<br />

document as a save a JPEG to the desktop for quick<br />

access. Switch back to <strong>ZBrush</strong> and import the JPEG<br />

into the texture of a matcap (I keep using the Chalk<br />

MatCap).<br />

www.pablander.com<br />

From the modifiers subpalette, click the texture > import.<br />

19


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

So this is roughly what we should have:<br />

If you look closely to the reference, the light purple is<br />

touching the darker purple on the right hand side and at the<br />

bottom, so I tweaked to look like this:<br />

Not super exciting yet, but we can easily see that the outer<br />

black ring, is what is giving us some outlines in the<br />

model, even when the rest is a flat purple colour. At this<br />

point you can decide if you want thicker or thinner outlines<br />

and change the size of the inner purple circle to make the<br />

outline bigger or smaller:<br />

Now let’s add the lighter blue<br />

on top. It looks like it’s another<br />

horizontally squashed circle and you<br />

can also see a little bit of the light<br />

purple on the left.<br />

Finally we’ll add the tiny bit of green that is a subtle<br />

highlight towards the top.<br />

I will leave it as is, because the thickness of that outline<br />

colour can be tweaked within <strong>ZBrush</strong> and we’ll explore<br />

the attributes of the MatCap once we finish creating some<br />

more colours in Photoshop.<br />

Let’s save the image and test it in <strong>ZBrush</strong> with our MatCap<br />

(just replacing the previous image).<br />

Switch back to photoshop to create the next layer<br />

with the blue colour. Looking at the reference, if we<br />

concentrate in the rounded<br />

areas like the head,<br />

the purple colour gets<br />

thinner towards the top<br />

and bottom, so for the<br />

next colour I scaled it<br />

non-proportionally<br />

mimic that effect.<br />

to<br />

The next layer could be for the lighter blue or the lighter<br />

purple, but it looks like the lighter blue is sitting on top<br />

of the lighter purple and since we are working from<br />

back to front, the lighter purple seems like the<br />

right option. Since I’m using shapes, I can use the Direct<br />

Selection Tool (A) to manipulate the point in the ellipse to<br />

alter the shape.<br />

www.pablander.com<br />

Looks pretty decent giving the amount of time you can<br />

spend creating this images in Photoshop. It is also looking<br />

very close to our reference image and you can<br />

quickly tweak any of the colours, the size and shapes of<br />

the layers and completely change the MatCap really fast.<br />

20


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

If you think that the model is looking too “flat” for instance,<br />

you can add a tiny bit of shading to define the volumes a<br />

bit more:<br />

This is where we explore that method. I will show you what<br />

most modifiers do but not in a particular order, we’ll start<br />

with the ones that affect the “shape” of the colours:<br />

Depth and Orientation.<br />

You’ll notice that you have Depth A and Depth B (same<br />

goes for most attributes) and that is because you can<br />

individually change the way the Raised (A) and Recessed<br />

(B) areas look in your MatCap. What Depth does, is<br />

visually change the elevation of the surface in your<br />

model, basically it does the following without altering the<br />

geometry:<br />

I prefer the flat look as it resembles more a comic style,<br />

but if you like the above image, all i did was create new<br />

white circle, assign some inner shadows and set it<br />

to multiply and save a new image:<br />

So let’s change the “outer line” so it cover a larger<br />

area in out <strong>Comic</strong> MatCap, <strong>by</strong> moving the Depth A to<br />

something like 1.5<br />

I think we are getting very close to the particular style we<br />

are aiming for. All we did in this section was create an<br />

image in Photoshop to use with <strong>ZBrush</strong> as the MatCap<br />

image. This is very helpful to create those precise lines<br />

and separation of colors and to achieve the comic style<br />

look. However, this is not the most powerful process of this<br />

technique, the best part is to modify the attributes<br />

of the MatCap once we have a working image like<br />

the one we created.<br />

We are now going to tweak our material and dig a<br />

bit deeper into the modifiers of the MatCap. At this<br />

point is good if you are around 70% happy with how the<br />

MatCap is looking. Switch back to <strong>ZBrush</strong> and make<br />

sure you have your recently created image loaded in the<br />

MatCap you are creating. Also, double check that all<br />

modifier sliders are set to default values.<br />

I looks like the colors are being<br />

duplicated and overlapping, that<br />

is because the Depth B is still at 0.<br />

There are a couple of ways to fix this,<br />

the easiest is just giving the same value<br />

to A and B unless you actually are<br />

going for this type of effect.<br />

Remember when I said that we can change the thickness<br />

of the outline? We can do that within <strong>ZBrush</strong> and without<br />

drawing a new image with a thicker border in Photoshop.<br />

www.pablander.com<br />

And the other way is to set the colour of B (at the bottom<br />

of the modifiers subpalette) to black and just increase<br />

the intensity of A.<br />

21


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

For now we’ll stick with the simpler way and give the<br />

same value to A and B whenever we modify a<br />

slider. Set the Depth A and B to 1.5<br />

If you use the same values but in the negative numbers, you<br />

should get the same effect with the colours upside down:<br />

Now let’s say that I am not a 100% happy with the colours,<br />

rather that update the image in Photoshop, I can simple<br />

change the Hue of the image changing all the colours at the<br />

same time.<br />

Find the Hue sliders in the modifiers subpalette and<br />

tweak it to your liking (it works in the same way as the<br />

Hue/Saturation adjustment in Photoshop:<br />

That might be useful if you want to invert the direction of the<br />

light or where the highlights are placed, but I rather<br />

not use negative values here and use the Orientation<br />

slider instead and you’ll get the same result. Before we<br />

move to the orientation slider I should remind you that if you<br />

want the opposite effect in the outline of your model, that<br />

is a thinner line, you just need to enter smaller values in the<br />

Depth sliders like 0.5:<br />

In fact you can also modify the Saturation and the<br />

Intensity of the colour in the same way you would in<br />

photoshop. for the following image, I change the Saturation<br />

to 0.2 (also for A and B) and the Intensity A to 0.1.<br />

Orientation A and B are basically a control that allow<br />

us to rotate the image of the MatCap and therefore<br />

the orientation of the light we set up in the image. Let’s<br />

say I want the little green highlight moved slightly<br />

from the top to the right, all I need to do is put in the<br />

orientation sliders a value of 45 (as in 45 degrees).<br />

Pretty cool huh? I think I’m happy with this MatCap, You<br />

can save the MatCap from the material palette and also<br />

save the texture with all the modifications we just did. To<br />

do that just click on “create MatCap texture” at the<br />

bottom of the modifiers subpalette, and that will save<br />

an image to the Texture palette, which you can then export<br />

as an image file.<br />

I’ll finish up here because I think I have covered a fair chunk<br />

of information in this section. we’ll take a look at some of<br />

the other attributes in the next chapter as they become more<br />

relevant to the technique will be using next.<br />

www.pablander.com<br />

22


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

MIXING SHADER AND MATCAP FOR COMIC STYLE<br />

RENDER<br />

Lets begin <strong>by</strong> understanding the QuadShader and<br />

defining some terminology that I’ll be using quite a bit:<br />

I hope you are still with me! I have covered the basics,<br />

sort of… and now we’ll get into more advanced Material<br />

creation. I’ll try to avoid repeating some of the things I<br />

have already mentioned, so I’ll encourage you to double<br />

check the previous sections, in case you are not sure about<br />

something that I say in here.<br />

QHADSHADER is a material in <strong>ZBrush</strong> that has 4 inputs<br />

(S1, S2, S3 and S4). There is an in depth explanation<br />

about this, in my tutorial on Making a skin material for BPR,<br />

we don’t need to be that extensive here, but in case you<br />

want to know more you can get the skin tutorial.<br />

In this section, we’ll be multiplying the power of a<br />

single MatCap <strong>by</strong> 4! as we’ll use a QhadShader to<br />

build our next comic Material. You will find that there<br />

are heaps of application for this technique but for this<br />

tutorial I’ll concentrate on generating a comic material that<br />

we can use with or without polypaint.<br />

THE 4 INPUTS in the QuadShader, are simple channels<br />

in which you can insert either a MatCap or another<br />

single shader. You can also use the Mixer to define how<br />

each one of this inputs or channels interact with each other<br />

affecting the overall look of the Material.<br />

Now let’s define some terms:<br />

SHADER: For this tutorial I’ll refer as shader as any<br />

Standard Material from Zbrush<br />

MATCAP: We should be clear on this <strong>by</strong> now, but let’s<br />

say that any shader that is driven <strong>by</strong> an image is called a<br />

MatCap.<br />

S1, S2, S3 AND S4 are shader inputs, but because they<br />

can be part of a QhadShader (which is a shader) it can be<br />

a bit messy to explain so we’ll just call them Channel 1, 2,<br />

3 and 4.<br />

MATERIAL: At the end of the day, a MatCap or a Shader<br />

or a QuadShader, is a material but for the illustrative<br />

purposes of this tutorial, I’ll call a Material to something<br />

made out of a combination of shaders and MatCaps.<br />

www.pablander.com<br />

I hope I’m not complicating things too much, I’m sure you’ll<br />

get the hang of all this once we start with the practical stuff.<br />

The idea is to create a reusable shader that can easily<br />

be tweaked to suit a variety of “shading” styles.<br />

23


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

These are all screenshots using the same Material but with<br />

some small value changes:<br />

Once you have selected it,<br />

you’ll see 4 channels<br />

under the modifiers<br />

subpalette, click the first<br />

one to select it (pressed or<br />

orange) and then use the<br />

“PasteSH” button.<br />

NOTE: The little dots on each channel, are to turn on and<br />

off the visibility of that channel. Empty circle means ON<br />

and filled dot means OFF.<br />

Great, we have our base shader ready to start, but before<br />

we can see what it does or how it really looks on our<br />

model, we need to turn off all the other channels. The<br />

idea with this base shader is to:<br />

1. Create the “first pass” or basic outline of our comic<br />

material<br />

2. Remove all or most of the shading and<br />

3. Create a few subtle dark contour lines.<br />

Let’s get started!<br />

First, we are going to create the basis of the Material using<br />

a shader. Go to the Material palette and select the<br />

SkinShade4, this is a very versatile shader and is great<br />

for what we want. This also is going to be channel 1<br />

(first from left to right) in our comic material QuadShader,<br />

so start <strong>by</strong> copying the SkinShade4 into the first<br />

channel of the <strong>Comic</strong> Material, here is how:<br />

Creating a quick shadeless material with a black outlines<br />

is not hard, we could simply use the technique from the<br />

previous section and just build a MatCap. However, the<br />

reason I want to use a shader like SkinShade4 is because<br />

it will give us the option to do some simple shading<br />

or speculars later on if we want.<br />

Go ahead and turn the Ambient and the Specular<br />

sliders all the way down to 0. Doing this, will get rid of<br />

any ambient lighting and specular colour, leaving us with<br />

just the diffuse to tweak.<br />

With the SkinShade4<br />

selected, under the modifiers<br />

subpalette, you have two<br />

buttons: “CopySH” and<br />

“PasteSH”. click on CopySH<br />

to copy all the modifiers of the<br />

shader.<br />

Now we need to find the QuadShader under the<br />

Standard Materials in the Materials palette.<br />

www.pablander.com<br />

24


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

At this point, I like to turn on the polypaint of the model<br />

or simply select any colour other than black or white. The<br />

idea is that this shader should not affect the colour so that<br />

we can use it on any other model with any polypoint.<br />

In other words we are creating a material for the<br />

“linework”.<br />

With that curve shape, you should get something that looks<br />

like the image below, with some sharp and subtle black<br />

outlines but you can also see a bit of the volumes.<br />

Now there are some Modifiers in this SkinShade4 that<br />

we don’t really want to have ON. Change Colorize<br />

diffuse, colorize specular, AnisotropicDiffuse and<br />

AnisotropicSpecular, switching all to 0. Also reduce<br />

High Dynamic Range to 1.<br />

We can still see some shadows that help define the<br />

volumes, but those have nothing to do with the<br />

Material we are building. the shadows you can see<br />

are simply “Preview Shadows” and you can control<br />

them from the <strong>Render</strong> palette, under the Preview Shadows<br />

subpalette. I turned the DeepSahdow off and the<br />

ObjShadow to 0:<br />

Cool, I think this is very exciting because we managed to<br />

create this with only one Modifier of a simple shader. Since<br />

we are using a shader and not a MatCap, this also<br />

means that we can affect the outlines or shadows just<br />

<strong>by</strong> changing the light position! wohooo! look at this:<br />

We end up with a very basic material that it’s basically<br />

controlled <strong>by</strong> the diffuse amount and the diffuse curve<br />

alone. We’ll leave the Diffuse slider to 100 but the<br />

Diffuse Curve is what does the magic trick. Play<br />

around with the curve but we are roughly looking for this<br />

shape:<br />

Not only that, we can<br />

change the light colour,<br />

intensity and the ambient<br />

light to quickly modify our<br />

comic look. think about the<br />

possibilities! and we are only<br />

25% done with our <strong>Comic</strong><br />

Material.<br />

www.pablander.com<br />

25


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

For our second channel (S2) we are going to use a<br />

MatCap. You can use any MatCap because we will<br />

modify it anyway, but I think the FlatSketch01 is already<br />

pretty close to what we need. Following the process of<br />

“CopySH” and “PasteSH” from the first shader, bring the<br />

FlatSketch01 into the second channel (S2) of our<br />

QhadShader material.<br />

CAVITY TRANSITION: This is obviously linked to the<br />

Cavity Detection slider, but it deals with how sharp or<br />

soft the transition is between the raised areas and<br />

the crevices. This modifier will greatly affect the look of<br />

the shader because it allows the input of either positive or<br />

negative values (This will also serve as an “invert” function<br />

for our purposes).<br />

Turn off the first shader (S1) so that you can only see<br />

the contribution of the shader 2. The idea with this second<br />

shader is, to create the “volume lines” that describe<br />

the shapes and masses in your character. I’d say that the<br />

FlatSketch01 does a pretty good job but it can be further<br />

refined.<br />

Start <strong>by</strong> turning the opacity to 100 to make sure we see<br />

what this shader does at a 100%.<br />

We are going to tweak the Cavity Detection and<br />

Cavity Transition to create the lines based on the<br />

crevices, peaks or hard edges of our model. Let’s just<br />

do a quick overview of what these modifiers do:<br />

CAVITY DETECTION: Essentially, this slider defines how<br />

strong or how much “contrast” there is between the<br />

raised areas and the crevices or cavities. For the<br />

purpose of what we are trying to achieve, its almost like<br />

using Levels in Photoshop to contrast the lines of a sketch.<br />

As soon as you turn this slider ON (any value other than<br />

0), you are enabling all the “B” sliders. I have already<br />

mentioned these in the last section when I talked about<br />

Depth A and B and Orientation so let’s just sum it up like<br />

this: If the Cavity Detection equals to 0, any “B” slider is<br />

irrelevant as it won’t have any affect.<br />

TIP: You can benefit from the “B” sliders without having to<br />

see the cavities. You can make the Cavity Detection = 1 (this<br />

enables the “B” sliders) and change the Cavity Transition to<br />

0 (which keeps the “B” sliders ON but without seeing any<br />

cavities.<br />

Hopefully that is not too confusing. Basically what we need<br />

to know about these sliders to create our comic material, is<br />

that the Cavity Detections will gives us lines in deep<br />

areas and that the Cavity Transition will determine<br />

the sharpness of those lines (also invert them).<br />

Before we tweak those setting,<br />

change the colour B to black<br />

and leave the colour A in<br />

white. We are not going to use<br />

the Intensity A and B that are<br />

right below the Cavity Transition<br />

so change them to 0, instead<br />

we’ll use the Intensity A slider<br />

at 1, located towards the<br />

bottom of the Modifiers<br />

subpalette.<br />

The difference is that the first<br />

two deal with the Texture input<br />

of the MatCap and the second<br />

two refer to the intensity of the<br />

colours we picked for A and B<br />

(this will make more sense in a<br />

few paragraphs).<br />

www.pablander.com<br />

26


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

We also need to get rid of<br />

the texture image used<br />

<strong>by</strong> the FlatSketch01 shader<br />

so select the texture input and<br />

then select “Texture Off”<br />

from the quick pick popup.<br />

Ok, all we need to do now, is set the Intensity A to 1 to<br />

get 100% of the A colour. Then you can play with the<br />

Cavity Detection and Cavity Transition sliders to to find a<br />

nice balance between A (White colour for the raised areas)<br />

and B (black colour for our cavities).<br />

Here are some examples with their settings:<br />

We basically want a good balance of white for the<br />

raised areas, close to pure black for the crevices (our<br />

volume lines) and gray as an in-between for all the flat or<br />

smooth areas.<br />

At this point, this is as exciting as the <strong>ZBrush</strong> default sketch<br />

shaders could be, but there is a difference: We have set up<br />

the rest of the modifiers, to just add a couple of extra steps<br />

and watch the magic happens! Ready to be amazed <strong>by</strong> the<br />

power of <strong>ZBrush</strong>?<br />

And the final values I end up using:<br />

Turn the Intensity A to 3 (the first one right below<br />

Cavity Transition). Nothing happens… still no magic.<br />

That is simply because as<br />

I mentioned before, this<br />

Intensity sliders are very<br />

important for a MatCap, but<br />

our shader right now, is not<br />

really a MatCap in that we<br />

haven’t added any Image.<br />

Go ahead and click on the Texture input, and select<br />

the Texture 28 (the one that looks like white Marble).<br />

YES!!!! THIS IS IT! this is what we are looking for but how?<br />

You don’t necessarily have to use the settings I used. Since<br />

you have a different model, the material will look slightly<br />

different than how it looks in the Kepler character. Either<br />

way you should aim for something that look a bit like this<br />

using the test head or test objects:<br />

www.pablander.com<br />

27


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Well, once we add the texture we have an actual<br />

MatCap again driven <strong>by</strong> the texture. The texture is<br />

replacing everything that we set up to be gray<br />

when we tweak the Cavity sliders. leaving the raise areas<br />

white and noticeable (colour A) and the cavities black<br />

(colour B) everything in between is governed <strong>by</strong> the texture.<br />

This is super cool because ultimately, we can add any<br />

texture here, to create any type of MatCap, and we’ll<br />

retain the “Volume Lines”:<br />

TIP: you can shift+Click a subpalette to open it while<br />

keeping another one open.<br />

I see the mixer as the blending modes of layers in<br />

photoshop but on steroids… Not only you can decide the<br />

blending mode for your material, but you can also<br />

assign where and how it is applied. It’s like having blending<br />

mode and masking all in one place.<br />

We want to keep all the Volume Lines we achieve with the<br />

MatCap S2 but we want to also have the functionality of<br />

the Base Shader S1, that reacts to the light position and has<br />

nice sharp shadows. So go ahead and set the blending<br />

mode to Multiply in the Mixer, to keep all the dark<br />

values and render the white colour transparent.<br />

You might have noticed in the previous examples, that the<br />

colour information from the texture input is mixed with<br />

the Gray colour which makes the colours look dull.<br />

This can be fixed <strong>by</strong> tweaking the intensity A, but we<br />

want the comic look so we won’t worry about that in this<br />

tutorial.<br />

Cool, all we have left is turn ON our base shader (S1)<br />

and see how it looks.<br />

Hummmm it doesn’t look quite right… you can see the<br />

volume lights from the S2 but there are very weak and<br />

changing the intensity doesn’t do anything. I don’t know<br />

how familiar you are with Photoshop, but you might have<br />

encountered this problem when you have a couple of<br />

layers with different blending modes and you merge them<br />

together? suddenly the effects you had on your image<br />

change completely. In a simplified way, this is what is<br />

happening but is a super easy fix, just turn on the button<br />

called “Black” next to the blending mode drop down.<br />

This will tell <strong>ZBrush</strong> to apply this MatCap (the S2) as if there<br />

was a black surface underneath it. all good now:<br />

OH WHAT! all the hard work gone!.... no, it is still there<br />

but we haven’t told <strong>ZBrush</strong> how to mix S1 with S2<br />

so we are just getting both at the same time with the same<br />

contribution. All we need to do, is open up the Mixer<br />

subpalette to define how we want the Matcap in S2 to be<br />

mixed with the Base Shader in S1.<br />

Make sure you are in<br />

the MatCap (S2) and<br />

open the Mixer.<br />

www.pablander.com<br />

28


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Finally, turn on your polypaint or change the Main<br />

Colour swatch to something other than white or black.<br />

It looks good but it’s a bit dark in some areas. So to<br />

render outlines is working great, but if you want to use a<br />

colour or polypaint with this shader you should tweak it a<br />

bit further. You can play with the intensity A (remember<br />

we changed it to 3 which is a lot) and with the Cavity<br />

sliders to find a nice balance.<br />

You could also turn the Ambient slider from channel 1 (S1)<br />

all the way to a 100 and you could also swap Texture 28<br />

with MagicTexture.jpg from the tutorial resource folder<br />

which is just a plain white texture:<br />

Perfect we are 50% there. Turn the polypaint off and set<br />

the Main colour Swatch to white again.<br />

Looks like we need an outline right? don’t worry - it<br />

won’t take us much longer to finish this <strong>Comic</strong> Material, we<br />

have covered most of the theory so the next steps are<br />

very easy and good for revision.<br />

The next MatCap we are going to create is a simple<br />

contour line to add it to our super<br />

comic Material (QuadShader).<br />

Feel free to use any technique we<br />

have talked about to create this new<br />

MatCap, we just need something in<br />

black and white that looks a bit like<br />

this (I made this image in photoshop):<br />

Pick a MatCap from the Material palette. I’ll stick with the<br />

Chalk MatCap I have been using as example. Copy and<br />

Paste the MatCap into the fourth channel (S4) of our<br />

QuadShader. Make sure you add it to the fourth channel<br />

because we want the third one free, for an extra effect and<br />

the order of the channels, does matter.<br />

Turn off the channels S1 and S2 and replace the<br />

MatCap image in the S4 with the one you created or<br />

use the one I provided with the Resources: Simple_Black_<br />

outline.jpg.<br />

Now go to Document<br />

and click on the<br />

Document background<br />

colour to choose a<br />

white colour (click and<br />

drag the cursor to a white<br />

area from the interface).<br />

www.pablander.com<br />

29


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

This image gives us a very nice outline straightaway<br />

and due to the very defined crevices in the Kepler<br />

character, we are also getting some extra volume lines.<br />

All we need to do here is define how thick or thin we<br />

want the outline to be, and if you remember, we can<br />

control that with the Depth A and B. since you are going<br />

to do it one at a time, you’ll witness another display of<br />

awesomeness when you make Depth A and Depth B<br />

different values:<br />

All we have left to do for this MatCap S4 is to tell <strong>ZBrush</strong><br />

how to blend it with the rest and we are done. I set the<br />

blending mode identical to the previous MatCap:<br />

Multiply and “black” enabled.<br />

I’m very happy with how this is looking, but I wanted to add<br />

a little extra option to the comic material. we’ll use the<br />

third channel (S3) for that and it will be another very<br />

simple MatCap.<br />

NOTE : If you don’t see the effect of “double shading”<br />

happening, make sure your MatCap settings are reset to<br />

default, remember this is why I chose the Chalk MatCap to<br />

start with).<br />

I’m sure you are already getting many ideas with this so<br />

far but we’ll keep this MatCap as a simple outline for<br />

now. However, we are building a template material that<br />

can be reused in many ways, so is good that you know the<br />

capability is there. This is my outline MatCap and the setting<br />

I end up using:<br />

You can actually copy the S4 into the S3 since all we are<br />

going to do is change the MatCap image and tweak<br />

the setting just a bit.<br />

The image we are after is something like this:<br />

I made it in photoshop so you can create your own or use<br />

the one in the resources Long_shadows_rim_light.jpg. This<br />

image in the MatCap, will create some nice contrast<br />

shadows and a thin white rim light.<br />

www.pablander.com<br />

Add the image to the MatCap we copied to channel 3<br />

(S3) and turn the rest of the channels off.<br />

30


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

The cool thing about having this extra MatCap, is that we<br />

are getting some cool shadows and a rim light at the same<br />

time. At any point, we can change the Depth A and B<br />

and the Orientation A and B to achieve different types of<br />

shading. I call this MatCap “the ink” and you can use it in<br />

combination with the other channels or on it own:<br />

Also one more thing. Remember that the MatCap in S3<br />

and S4 are just MatCaps so try plug in different<br />

images to experiment… that is the fun part:<br />

Set the blending mode to Multiply and turn “Black”<br />

ON. Turn the rest of the channels ON, this is what I got:<br />

OUTLINES FOR PHO<strong>TO</strong>SHOP FINISHING.<br />

This technique is probably not worth a full chapter in this<br />

tutorial, and from all the methods I have described, it<br />

relies a lot on your painting and illustration skills within<br />

photoshop. However, I think it deserves a mention as we<br />

can use <strong>ZBrush</strong> as our main tool of creation and then<br />

use Photoshop to render the illustration:<br />

The reason why I put it in the third channel (S3) and not<br />

the fourth one (S4), is because “the ink” shader has a<br />

dark ring that works as black outline already but there<br />

is also a little white outline or “rim light” that you<br />

can use. Once you turn the Outline MatCap on (S4) it<br />

will override the “Rim light” so you get two types of<br />

outlines very quickly just <strong>by</strong> turning ON and OFF the fourth<br />

channel.<br />

Ok, this was a very lengthy section but I hope I managed to<br />

illustrate some important concepts and that you now have<br />

the necessary tools to make your own <strong>Comic</strong> Materials.<br />

One more thing I would like to show you before moving<br />

on to the next section of the tutorial, is an obvious but often<br />

overlooked modifier.<br />

Using the multipurpose super <strong>Comic</strong> Material we<br />

created in the previous section, I tweaked the shader and<br />

MatCaps (primarily S2 and S4) to get some clean<br />

outlines and make a render. I saved the render and<br />

opened it in photoshop, I also created a new layer and<br />

place it under the <strong>ZBrush</strong> render.<br />

Setting the render layer to multiply, I can enjoy all the<br />

painting and drawing tools to create the shading of the<br />

character.<br />

THE OPACITY SLIDER:<br />

Changing the value of this slider<br />

on the different shaders and<br />

MatCaps from your Material,<br />

you can add a whole bunch of<br />

other effects.<br />

www.pablander.com<br />

31


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Here is a very quick step <strong>by</strong> step visual guide:<br />

1. Fill layer with base colour:<br />

5. Light suggestion and other details.<br />

2. Apply some initial shading:<br />

6. More colour variations to contrast the mask/helmet.<br />

3. Colour variations:<br />

7. Exaggerating the shadow areas.<br />

4. Continue with colour variations to help the design.<br />

8. Enhancing the lighting with soft gradients.<br />

www.pablander.com<br />

32


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

9. Backlight or Rim light added.<br />

13. Final touches and curves tweaking.<br />

10. Scratches, Crosshatching and little details.<br />

We’ll talk a bit more about setting up the document a bit<br />

later on and also about BPR render passes and how to use<br />

them.<br />

MULTIPLE MATERIALS IN ONE OBJECT<br />

11. Energy string FX.<br />

Let’s talk a bit more about materials, about how we can<br />

apply them to our models or just to part of them. So far we<br />

have created MatCaps and a complex material that give<br />

use very cool results, this next chapter will take our<br />

shading complexity to the next level. Although the<br />

technique we’ll be using is super simple, if you combine it<br />

with previous methods you’ll get very interesting results like<br />

this:<br />

12. Enhancing and tweaking lighting from the energy string.<br />

www.pablander.com<br />

33


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

Basically we’ll be doing some polypaint, but instead<br />

of using colour information only, we are going to paint<br />

with MatCaps. Since the MatCaps we are going to use,<br />

already have colour information you’ll end up with a very<br />

complex looking image.<br />

To begin, turn on Colorize on ther the Polypaint<br />

subpalette and choose the Standard Brush.<br />

Now, make sure that the switches at the top of the UI for<br />

Rgb and Zadd are off and turn the M on:<br />

With this settings, the Standard brush will paint but only<br />

using the material (M) information and nothing else. If<br />

you want to be very precise I’d recommend you mask out<br />

some areas before painting and when you are happy<br />

with the unmasked area, paint with the desired material.<br />

To mask simply hold Ctrl and draw over the model.<br />

TIP. you can Ctrl + click on the canvas to invert the mask,<br />

Ctrl + Drag in the canvas to clear the mask. You can also<br />

hold Ctrl and click over the mask to blur it and hold Ctrl +<br />

Alt and click the mask to sharpen the edges.<br />

At this point, before I get rid of the mask, I want to apply<br />

a different MatCap to the softer areas of the suit. All I<br />

need to do is invert the mask and load/select a new<br />

MatCap and filled the areas.<br />

You can go crazy with the different MatCaps, but try to<br />

create a balance with the colours you choose so that they<br />

enhance the design instead of breaking it:<br />

Ok, so I spent a couple of minutes masking out the<br />

“conductive” areas in the suit of Kepler and I want to give<br />

them a green bright colour. All we need to do is load the<br />

desired MatCap or image in the current MatCap and<br />

paint the unmasked areas.<br />

Feel free to use any of the MatCaps I shared in the resource<br />

folder <strong>Comic</strong> Materials.<br />

www.pablander.com<br />

34


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

This is just one way in which you can use the MatCaps<br />

in your model, but it doesn’t necessarily have to be a<br />

MatCap, you can save 3 or 4 versions of the multipurpose<br />

super comic material we made in section 9 and apply them<br />

to different parts of your model.<br />

Then you can simply tweaks the setting to create<br />

variations for each part that you applied the Materials to.<br />

This will produce an effect similar to having different line<br />

values and various depths of outlines!<br />

There are two approaches that I found to be very<br />

effective:<br />

1. Sculpted details or deep crevices.<br />

2. Polypaint using alphas.<br />

The first method is very good if you want certain scratches<br />

to always be visible and react to chances in the<br />

MatCaps and light.<br />

The second option is probably less time consuming and<br />

can give you great results. The disadvantage is that the<br />

little details that you add will stick with the model, so if you<br />

rotate or change the angle they might not look ideal. This is<br />

something that I would do after choosing a final angle<br />

for render or strategically paint with the alphas in places<br />

that will look good from most angles.<br />

I hope all this keeps you motivated to do awesome stuff!<br />

In the next section I’ll explain a super effective and super<br />

simple technique to bring your renders closer to the<br />

comic look with some crosshatching and “ink” effects.<br />

The only thing I’ll say about the first approach is that the<br />

Dam_Standard and Pinch brush work great and is just<br />

a matter of patience sculpting the details.<br />

CROSSHATCHING ALPHAS AND POLYPAINT<br />

After posting a few WIPs online while I was working on<br />

this tutorial one of the most common questions I got was<br />

about how to do the cross hatching effect. So that is why I<br />

decided to dedicate a whole section to it, even though the<br />

techniques I used are extremely simple.<br />

With the other approach, choose the color of the outlines<br />

of your Material (I’ll assume is black). choose The<br />

standard Brush and pick the DragRect from the stroke<br />

menu.<br />

www.pablander.com<br />

35


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

I have created and compiled a series of cross hatching<br />

alphas for you to use in the resources folder, but feel free<br />

to create your own. Click on the alpha thumbnail and<br />

load any alpha you want.<br />

Make sure you turn the Rgb on and the M off in the<br />

top menu (assuming you haven’t changed it from the<br />

previous chapter). We want to only paint the colours<br />

not the material.<br />

Now all you need to do, is click and drag over the<br />

model to project the cross hatching and other line effects.<br />

In essence, it is a control that changes the angle of vision of<br />

the camera therefore flattening or exaggerating the<br />

perspective:<br />

You will find this extremely useful when you start to render<br />

different angles of your character/scene to tell your story.<br />

Setting up the document is really a matter of defining<br />

how big you want the output image to be, the<br />

dimensions and the quality of the render. I usually start<br />

<strong>by</strong> resizing the document to something like 3000px x<br />

2000px from the Document Palette. then just drag your tool<br />

back into the canvas.<br />

I also like to set the SPix (sub pixel) slider to the<br />

maximum 7 to get a better quality anti-aliasing.<br />

Pretty simple right? you can also use the alphas with Zadd<br />

or Zsub to actually sculpt the effects and that way you can<br />

get the best of both worlds (not my favourite but you can do<br />

it if you want).<br />

TIP: Pressing the “AAHalf” will zoom the document to half of<br />

its current size to show a very clean preview, closer to what<br />

you will get once you render your image.<br />

RENDERING<br />

CAMERA ANGLE AND DOCUMENT SETUP<br />

We are coming to an end in this lengthy guide but there are<br />

two or three things I would like to mention before I let you<br />

go to create great comics. I reserved these last sections to<br />

talk a bit about setting up the document for rendering<br />

and post-rendering effects.<br />

First, let’s talk about the<br />

Camera Angle of View,<br />

which you can find in the<br />

Draw palette. This is<br />

a single slider that can<br />

dramatically change the<br />

render of our models but<br />

it could be overlooked<br />

sometimes.<br />

www.pablander.com<br />

Although, “rendering” is a key word in the name of this<br />

guide, we haven’t discussed it much. The only reason<br />

why this section is so small in comparison with the other<br />

chapters, is because we barely need to render to<br />

achieve the comic look! the preview is almost good<br />

enough in most cases.<br />

So why render, if what we see is pretty much what we get?<br />

Well for a couple of reason:<br />

Using BPR render we can take advantage of all the<br />

passes that can be generated from a single click: Mask,<br />

Depth, Shadows, AO, SSS, etc. These are extremely<br />

useful if you want to compose or edit your image later on in<br />

Photoshop.<br />

36


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

As part of the advantages of rendering a few passes, we<br />

can also apply filters and adjustments based on<br />

those passes, to enhance the comic look or to change it<br />

completely.<br />

Let’s say we want to render this<br />

Kepler character and do a bit of<br />

post-rendering effects. Open up<br />

the <strong>Render</strong> palette, expand the<br />

<strong>Render</strong> Properties and BPR<br />

<strong>Render</strong> Pass sub palettes.<br />

In the <strong>Render</strong> Properties you can<br />

select which passes you want<br />

to generate. I generally turn on<br />

Shadows and AO occlusion but in<br />

this comic style, I prefer to create<br />

the shadows using a MatCap like<br />

we did on the <strong>Comic</strong> Material S3<br />

MatCap.<br />

You can choose a blending mode for each filter<br />

individually and play with the sliders to determine how<br />

the filters is masked and applied to the entire document.<br />

These are my favourite filters to use in rendering comic style:<br />

NOISE: This is great to get a more “papery” look and give<br />

some texture to the colours.<br />

Hit the BPR button to create all<br />

of your passes. <strong>Render</strong> shouldn’t<br />

take long but it will depend on the<br />

settings you set for each pass, once<br />

is finished you can export each<br />

pass to a PSD file and use them in<br />

Photoshop to compose your image.<br />

SHARPEN: It helps to sharpen the transition between the<br />

colours and define the outlines a bit better.<br />

NOTE: If you want a bit more in-depth explanation on<br />

rendering passes you can download the guide to <strong>ZBrush</strong><br />

skin material & BPR rendering or the Wet Clay and<br />

rendering tutorial.<br />

FILTERS AND ADJUSTMENTS<br />

Finally, we have the BPR filters and adjustments. I just<br />

wanted to mention briefly these extra tools that <strong>ZBrush</strong><br />

offers because they can modify your render quite a bit to<br />

make it look very interesting.<br />

ADDITIVE: I find this filter useful to create an extra sense<br />

of depth. Driven <strong>by</strong> the Depth slider and a bit of radius you<br />

can create a foggy render.<br />

There are up to 27<br />

types of effects you<br />

can add to 12 filters.<br />

To use them, turn on the<br />

selected one (similar<br />

to how we turn on and<br />

off the channels in the<br />

QuadShader material),<br />

and select the type of<br />

filter from the first drop<br />

down menu.<br />

www.pablander.com<br />

PAINT: With this filter you can add an extra bit of shading<br />

37


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

or gradient across the whole model. particularly useful<br />

when used with the cavity and depth slider.<br />

And here is a version using all the filters:<br />

REFLECT SELF: This filter produces an effect that is<br />

weird enough to be interesting and useful in some cases,<br />

experiment with it and you might find yourself using it more<br />

than you think.<br />

last but not least we have the Adjustments at the bottom<br />

of the render palette. This are pretty much like using<br />

curves in Photoshop and can modify the whole look of<br />

your render quite a bit. It is tempting to change the values a<br />

lot because of the cool results you can get, but I suggest to<br />

keep the changes here very subtle.<br />

NEGATIVE: Not a “must have” filter but through<br />

experimenting I found a good use for it. Setting it to<br />

overlay, changing the colour to black and maskin<br />

its effect <strong>by</strong> fresnel you can add some shadows to the<br />

model like a broad Ambient Occlusion.<br />

This is just a quick alternative, but you’ll get better results if<br />

you render an actual AO pass and multiply it on top of the<br />

render image.<br />

Done!<br />

That’s it! This turned out to be a long tutorial but I think we<br />

have covered the essential bits. I hope I have shed a light<br />

on my process of creating comic style renders with <strong>ZBrush</strong><br />

BPR and that you have learnt something.<br />

I hope you can share with me some of the things you make<br />

with the help of this tutorial, I would love to see what you<br />

come up with. If you have a question, feel free to ask me on<br />

my facebook page. I do get a few emails but I’ll try answer<br />

as many as I can if I feel I can help.<br />

Feel free to share this tutorial with anyone you want, I just<br />

ask you to please share the download link, purely<br />

so I can keep track on how it is being received and to get<br />

feedback so I can continue to improve and refine the next<br />

guide!<br />

www.pablander.com<br />

38


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

I invite you to like my facebook page www.facebook.com/pablander where I generally post updates on new projects<br />

I’m working on, including tutorials and resources. You can also follow me on twitter @pablander and now I’m starting<br />

to like instagram so we’ll give that a try too: Pablander.<br />

Looking forward to seeing what you create!<br />

All the best,<br />

<strong>Pablo</strong> <strong>Munoz</strong> G.<br />

PD: My new website is almost ready, I’ll be posting updates soon on my facebook page. If you enjoy this guide I’m sure<br />

you will like what’s coming! it’s going to be epic!<br />

As I promised, here is a quick visual step <strong>by</strong> step guide on how I created the cover for this tutorial:<br />

www.pablander.com<br />

39


A guide to: Zbrush <strong>Comic</strong> <strong>Style</strong> render!<br />

By <strong>Pablo</strong> <strong>Munoz</strong> <strong>Gomez</strong><br />

www.pablander.com<br />

40

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