ZBrushCentral

Bad Clay Studio , Winamax commercial , Monkey creation breakdown.

View the Video

[Nouvelle campagne Winamax 2014 - Expresso](http://www.dailymotion.com/video/x217c1c_nouvelle-campagne-winamax-2014-expresso_sport) by [winamax](http://www.dailymotion.com/winamax)

Bad Clay Studio is happy to share with the community this breakdown of one of our recent work for Winamax Commercial.
We were responsible of creating all the monkeys model, texturing and displacement maps.
We went through different stage that allowed us to finish everything on time for the most accurate result as possible for our client NKI studio ( who did the animation ,FX and post production for his project).

We used Zbrush For almost every stage from sculpting ,modeling and some texturing .
The monkeys were subdivided into 5 different Ztools for Displacement extraction ( around 15Millions polys per Ztools ).

1/Casting

The first stage of the project was to decide which kind of monkeys have to be created. NKI provide us some references( for gina ) we also add some of our personal research to cover a good panel of different morphology and age…
We called them Zoo , Gina , Cheetah , Oscar.

We started to quick sculpt all of them and make a line up to be sent to NKI.
For each of them we had size and dimension that would be helpfull right away for the previz.

Size checking and Casting:

Ca2.jpg

Our Website :

http://bad-clay.com/main/

Attachments

Ca2.jpg

2/Sculpting Bind pose and proportions.

We used all our references to make some quick sculpt that would help us to make more variations and start to test some posing.
Dynamesh was used to start the sculpt we quickly turn the dynamesh to a lighter version with Z-remesher that allows us to make some transpose and manipulate lower resolution geometry to make a first presentation of the monkeys.
It was important for us to know that it would work on posing as it will define the final look of the chimpanzee , according to their proportions and gesture.
So we didnt want to go any further before knowing that it would look right for situation the monkeys would be put on.

posing test for the bus sequence, we dont really like showing bind pose to cient as it s never easy to visualize things and estimate proportions…
P1.jpg

sitting chimp for the office sequence, this was also helpfull for the real life props and previz .
P2.jpg

street walking sequence test pose.
P3.jpg

our favorite monkey ‘‘Zoo’’ with his very particular face , we went to Ho Chi Minh City zoo to take our own references.
P4.jpg

first quick sculpt in dynamesh to put main element and proportion of the models before refining , we update regularly with Z remesher to provide a low res cage for rigg.

sculpt.jpg

Attachments

sculpt.jpg

P1.jpg

P2.jpg

P3.jpg

P4.jpg

After checking all our proportions , it was safe for us to start going more into the details , we put much of our work on the feet , the face and the hands as those part will not be covered by fur , and will also because each different wrinkles will give a different identity and personality for each monkey .
We use Zbrush alphas and sharp brushes to almost exagerated the wrinkles , as we know by experience that the SSS will smooth everything naturally and it will let the option to NKI to reduce the strengh according to the distance they would be seen.

Body.jpg

D1.jpg

D3.jpg

D4.jpg

D5.jpg

D6.jpg

Attachments

Body.jpg

D4.jpg

D5.jpg

D6.jpg

D3.jpg

D1.jpg

We used all our references to make some quick sculpt that would help us to make more variations and start to test some posing.
Dynamesh was used to start the sculpt we quickly turn the dynamesh to a lighter version with Z-remesher that allows us to make some transpose and manipulate lower resolution geometry to make a first presentation of the monkeys.
It was important for us to know that it would work on posing as it will define the final look of the chimpanzee , according to their proportions and gesture.
So we didnt want to go any further before knowing that it would look right for situation the monkeys would be put on.

P1.jpgP2.jpgP3.jpgP4.jpgsculpt.jpg

Attachments

P4.jpg

P3.jpg

P2.jpg

P1.jpg

sculpt.jpg

After checking all our proportions , it was safe for us to start going more into the details , we put much of our work on the feet , the face and the hands as those part will not be covered by fur , and will also because each different wrinkles will give a different identity and personality for each monkey .
We use Zbrush alphas and sharp brushes to almost exagerated the wrinkles , as we know by experience that the SSS will smooth everything naturally and it will let the option to NKI to reduce the strengh according to the distance they would be seen.D5.jpgD4.jpgBody.jpgD6.jpgD3.jpgD1.jpg

Attachments

Body.jpg

D5.jpg

D4.jpg

D6.jpg

D3.jpg

D1.jpg

When we started the project , NKI asked us to make only one unique model for all of them to give optimise reduce the time spent on rigging.
It sounds scary at the beginning but “project all” function made everything goes smoothly for that part , we just rescaled all the monkeys match the scale of the most important one ( oscar) , and then use a layer that would compensate the different volume that would be extract as a blendshape later on to be on top of the skin deformer.
We kept all the high frequency separately , as they could be extracted on their respective Ztools without affecting the final result.

Aera map help us to keep the integrity of the topology around articulation aera for all variations.
aeraBody.jpg

Polygons are grouped to keep the integrity of al delicate aera ( eyelids, lips border , muzzle ect)

aeraFace.jpg

High resolution topoly made on top of the final sculpt , all monkeys will share the same topology.
hTopology.jpgwire.jpg

Attachments

wire.jpg

hTopology.jpg

aeraFace.jpg

aeraBody.jpg

We also kept the same UVs for all the monkeys to make sure that any texture package could be easily switched to a monkey to another and give flexibility to the client.
Tey can decide wich texture or color tone they want to give to the monkey according to the shots…

Each monkeys has 7 textures of 8 k per channel , we created color , specular , SSS and displacement map for every monkeys.

Texture work was a mix between photo projection and hand painted for the variations.

first test of texture projection made in Zbrush from “Zoo” ape.
text01.jpg

We made some variations on the displacement maps as well according to client Casting and give each monkey a differerent identity.
text2.jpg

Color Variations for the main Charaters.
text4.jpg

We use Hi-resolution Photograh and hand painted to generate and project our textures.
text6.jpg

Uv Check stage , of our seven 8k textures.
UVS.jpg

Attachments

UVS.jpg

text6.jpg

text4.jpg

text2.jpg

text01.jpg

As Bad Clay Studio wasnt responsible for the fur system , we internally test all our textures and displacement by rendering them in a proper lighting and also make a mockup of the fur to have a idea of the final look .

Fur mockup :

mockup.jpg

Attachments

mockup.jpg

Your studio did some really lovely work here. The sculpts, especially, look spot on and it is interesting to see the various body types. I will be “that guy”, however, and mention that these aren’t monkeys. :slight_smile:

What did you use as source images for your texturing? The detail in the hand textures is really nice.

Cheers!

After checking all our proportions , it was safe for us to start going more into the details , we put much of our work on the feet , the face and the hands as those part will not be covered by fur , and will also because each different wrinkles will give a different identity and personality for each monkey .
We use Zbrush alphas and sharp brushes to almost exagerated the wrinkles , as we know by experience that the SSS will smooth everything naturally and it will let the option to NKI to reduce the strengh according to the distance they would be seen.D4.jpgD6.jpgD5.jpgD3.jpgBody.jpgoscar_sculpt01.jpg

Attachments

D3.jpg

Body.jpg

oscar_sculpt01.jpg

D4.jpg

D5.jpg

D6.jpg

We used all our references to make some quick sculpt that would help us to make more variations and start to test some posing.
Dynamesh was used to start the sculpt we quickly turn the dynamesh to a lighter version with Z-remesher that allows us to make some transpose and manipulate lower resolution geometry to make a first presentation of the monkeys.
It was important for us to know that it would work on posing as it will define the final look of the chimpanzee , according to their proportions and gesture.
So we didnt want to go any further before knowing that it would look right for situation the monkeys would be put on.P1.jpgP2.jpgP3.jpgP4.jpgsculpt.jpg

Attachments

P1.jpg

P2.jpg

P3.jpg

P4.jpg

sculpt.jpg

Awesome work !!
Great model/sculpt, textures !!

cheers :slight_smile:

the work is very outstanding which u presented on the Forum and the Breakdowns u shared are really very HELPFUL, appreciate it

Thanks Bad Clay Studio these are very informative stuff and Best of luck for Future Projects.

Keep Rocking,

Awesome work and breakdowns of your “APES”. Thanks so much for taking the time to share this project.

Bravo Badclay Studio! you did a great job! cool modeling!thanks for your time to have done this cool making of!:+1:

…the publicity WInamax in French, does it the same for you ? :sunglasses:

wauw! great work here… and thanks a lot for the thorough breakdowns.
well deserved toprow.

-r

this is so beautiful :slight_smile: thanks for sharing your workflow

Thank you for sharing…this is amazing!

Hi everyone , we would like to thanks the Pixologic team for the top row and also helping us out to put this thread online!

We truly appreciate the feedback from all talented artists from the Zbrush community and are very glad to share some knowledge with them !
We hope to share more about our future production , and keep learning and improving thanks this oustanding forum.

Have a nice and creative day!

the Bad Clay Team.