1. #31
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    Totally mind blowing. I want to play

  2. #32

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    The faces look phenomenal, although to me they look a tad unrealistic. You could improve them by giving them a bit more asymmetry and tertiary form. A few subtle tweaks could make them look very realistic.

    Great work, and please post more. I'd love to get to this skill level someday.
    Last edited by sovietsteel; 09-03-12 at 02:25 PM.
    Louis Brill
    I am now accepting Zbrush commissions/offers. Contact me if you want something sculpted.
    http://sovietsteel.cghub.com/




  3. #33
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    Default thanks and questions

    hey guys,

    thanks for all your kind words. i'm really glad you liked our work and i know the other guys were really happy that we got such a nice response.

    in the future, if the client allows it, we will try to share our character sample stills more often.

    thanks again,
    -j


    there were a few questions i'll try to answer:

    @nielot007

    ale answered most of your other questions but you asked
    -Did you make rig setup for heads or only blendshapes/morphs ? or maybe you mixed it and using blendshapes and facial rig ( if i say facial rig i mean some simple rig nothing fancy)

    we have a few ways to do facial animation, on this show we used morph targets / facial shapes. i'm not a rigger but i believe that they mix a pretty fancy facial rig with our morph targets. for example the animator can dial in the eye brow up shape for surprise but they also have controls to maybe exaggerate it further or tweak its position.

    -------

    @sam10bw

    1. What is the typical poly count for the base mesh of a character before it goes into Zbrush vs. the final character after retopology?

    we generally avoid retopologization if possible. it's slow and our schedules are tight and we avoid it if possible. usually we try to have pretty decent topology before we zbrush. having this decent topo early also lets us pass it off to rigging and animation early. poly counts aren't really relevant for us, i guess just an amount that is reasonable, say less than 500k usually.

    2. What are some of the brush that the character artist use on their characters?
    as far as i know we don't use anything fancy - clay tubes, standard, move/move topo, inflate, and some dam standard.
    occasionally we have to do a creature and we might use the fancy scale brushes etc. we use a bunch of alphas most of which you can download off zbrush site. in general i don't think we are doing anything too fancy in zb.

    3. And this is one that I've been curious about when dealing with video game characters vs. cinematic. Is the whole body used once the body is completed? Meaning do you get rid of the torso if the character has a shirt or the legs if they have pants?
    most of our hero characters will get cloth simulation - so the cloth department often asks us to put in an under body that they can use to sim with. this under body doesn't need to be fancy but it should have good proportions that fit the character. we are also very careful about mesh penetrations on things that will be sim'ed. it's just another one of those things where a character that will be animated and in production has a lot more rules and technical limits than one that maybe you will just do a single render with.

    -------

    @ weidry

    1. AMAZING! Stunning work!
    thanks we apreciate you saying

    2. How do you do the skin pore texture?
    for realistic faces we will often project photos for textures from 3d.sk or photos that we took from a model.
    i prefer to use mari to do the projections, from there we get our texture base that we massage and modify to something we can use in the vray skin shader. we also derive other maps for things like reflection and gloss. long story short we actually texture heads first then sculpt. we then sculpt very carefully to match the texture so we get parity between the color maps and displacement maps.
    Last edited by kuman; 09-03-12 at 09:13 PM.
    James Ku
    Character Artist @ Blur Studio

  4. #34
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    Thanks for the insight! Interesting that you use Mari. I saw a demo of it at Gnomon which was cool, but it seemed sluggish even on a hyped up machine. But the end result is amazing to say the least!

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    Default No Retop????

    You say you avoid retop as it slows the process down. So for organic objects, especially the heads do you box model and then use zbrush's move/move topo brushes? As I have seen a couple of gnomon videos with guys that have worked at Blur (Ian Joyner and Sze Jones) and they have used a combo of retop (3DS Max graphite tools) and zbrush move brush on heads and other objects of characters etc. Has that all changed now then?

    Cheers.

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    Fantastic!

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    Simply amazing! your team did a first rate job on this cinematique. I'm really impressed, but Blur puts out solid art all the time.

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    Default ewewe

    wowowowowowowowowowowwowowow

  9. #39
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    Quote Originally Posted by Dride View Post
    You say you avoid retop as it slows the process down. So for organic objects, especially the heads do you box model and then use zbrush's move/move topo brushes? As I have seen a couple of gnomon videos with guys that have worked at Blur (Ian Joyner and Sze Jones) and they have used a combo of retop (3DS Max graphite tools) and zbrush move brush on heads and other objects of characters etc. Has that all changed now then?

    Cheers.
    Personly I avoid retopo also, as by the time iv worked out my retopo, and done it, I could have built a new mesh from scratch with good topo to begin with. Remember you can re-use parts like heads, hands, feet, or tweak a character you have done already. This is how I work, but others may choose different ways.

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    Oh my freaking goodness, these are AMAZING!!!

    How long did this take you? INCREDIBLE work!

  12. #42
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    I usually spend a few seconds looking over most 3D models - Not the case here!
    Don't have time to read all comments so I'm not sure if this is remeshed/textured scan data;
    - If it isn't your incredibly talented!
    - If it is scan data, your still incredibly talented...

  13. #43
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    Awesome stuff.

    Quote Originally Posted by Dride View Post
    You say you avoid retop as it slows the process down. So for organic objects, especially the heads do you box model and then use zbrush's move/move topo brushes? As I have seen a couple of gnomon videos with guys that have worked at Blur (Ian Joyner and Sze Jones) and they have used a combo of retop (3DS Max graphite tools) and zbrush move brush on heads and other objects of characters etc. Has that all changed now then?

    Cheers.
    I'm guessing they using ZB4r2 or ZB4r3. With ZB4r4 you can easily use QRemesher to generate mesh for rigging and stuff.
    Last edited by makebox; 09-06-12 at 02:56 PM.

  14. #44
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    Absolutely stunning. Great to see this stuff. Would love to see process and how it came about. Love the real world asymmetry and feel.

    I just wish I could get over the design decisions that to me play too closely to Uncharted. Also a personal preference is i'm not really into the whole Foster The People VS terrorists thing. Perhaps more videos or playing the game will convince me that the quaft Dane Cook thing is working.

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    what a nice way to tell the storyline......

    and yes this is one of the best work i have in recent time.

    I have some question.

    what render engine you use for the final render of frames after(modeling rigging animation sculpt texture).....



    which software you use for the basic model of mesh(before taking it to Zbrush)

    looking for some more wips.

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