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a13x
07-27-07, 03:47 PM
Hey! I'm a long time 3d addict, but new to ZBrush. Are there any tutorials or training that show techniques of making next-gen game characters or even level detailing?

Thanks.

j lizzle
07-28-07, 12:00 PM
Ballistic Publishing just released D'Artiste Character Modeling 2. In it there's a complete breakdown on the processes used by Epic on Gears of War... I so want that book. Other than that just look up Normal Mapping and keep your base meshes poly count reasonable. And Voila! You've got a next-gen character Microsoft and Sony approved.:D

a13x
07-29-07, 10:57 AM
Thanks. What would be a reasonable poly count for say characters, level maps, items, etc?

Sebcesoir
07-29-07, 04:55 PM
My workflow to do next gen characters is very classical...

I just do a low res mesh, very similar to my ingame character but without triangles.
I put it in zbrush, sculpt my high res details, texture it, then export the low res and generate my normalmaps in zmapper.

Once finished, I clean my low res, add details, optimise it and thats it.

Textures size are directly linked to your pipeline and technology...
I would say usually for a classic xbox character:
256 (diff) 256 (normal) 128 (spec) for the face,
2x512 (D), 2x512(N) 2x256(S) fpr a 2 pieces body...
for a 10K poly LOD1 of 3 character...

But its very subjective sizes...

Regarding gears of wars, juste keep in mind there (superb) workflow was developped maybe 4/5 years ago, and updated.
Now next gen technologys have evoluted and pepelins might also be linked to the technology and the engine you're using.

n-drew
07-30-07, 07:44 AM
Sebcesoir,

how low is your low poly character and do you keep an eye on topo/polyflow even for a low poly character?