1. #31
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    Superb!

    Always wanted to see assins stuffs!
    Sébastien Legrain A.K.A Sebcesoir

    http://sebleg.free.fr


    Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!

  2. #32
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    Default Advancements

    I am totally blown away by the state of art games like Assassin's Creed. If all of you guys don't mind I'd really like to know your approximate poly counts before the normal maps are applied? I would second the question on the question of how long the modeling time was on some of these characters? It looks like there was considerable post work done prior to the modeling, any info on that would be very enjoyable to this ol' guy.
    Cheers and Congrats!
    Keep pushin' those pixols, and tappin' to the code!

  3. #33
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    Default Awesome!!

    Awesome work!! I've been following the development of this game for a long time. I truly believe it will define "Next-Gen" for the Next Gen consoles, PS3, and XBox 360. Myself, I have a 360, and I will be reserving this title next week. I'm an avid gamer. I want a PS3, but can't yet justify the $500 to $600 that Sony wants to steal from me. Sure, they dropped the price of the 60Gig system to $499. However, they also discontinued production, so once their out, the only available model will be the 80gb unit that is $599. Anyways, ranting. lol. Great models, and if that kind of quality can be expected in gaming from here on out, we are in for one hell of a future with videogames.

  4. #34
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    Incredible! So photo-realistic! Can you post some wireframes for the full characters? The base meshes would be cool to see! Also the uv unwraps would be really nice to check out! Hope I'm not asking to much ahaha!

    Thanks for sharing this stuff! I really appreciate it! Your deviant page has a lot of inspiring stuff on there as well!
    Last edited by stalsby; 07-14-07 at 10:04 AM.

  5. #35
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    Simply impressive.

    I am impressed.

    Great work.
    Rasta's -Tutorials can be found hereD

    Link-thread to all tutorials:
    http://www.zbrushcentral.com/showthread.php?p=673344

  6. #36
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    Hey David Not being original and wanted to say - super stuff! I love the black woman in particular. Well deserved top row

  7. #37
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    i hate you guys in so many different ways! But first of all cause you work for Jade Raymond and that's unforgivable . After that do u really use the same model,uvs,maps and so on for the in-game and your renderings?(clearly except the maps size)

  8. #38
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    blown away! wow! top notch for sure. I enjoyed watching the Ubi Soft video on the pixologic site and i too would love to hear some insight on your workflow towards cloth and hardsurface, such as the armor on some of the guards and the sniper rifle. how did you go about creating such detailed pieces while still holding true to the hard mechanical, and sometimes repeating, pieces? (ex. muslim soldier A's chestpiece) do you use a lot of complex masks, or the insert mesh brush? i am really blown away, awesome work!

  9. #39
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    great stuff!
    could you tell me how you got the shadow run through the alpha maps on the last character's mantel?
    very cool indeed
    Stefano Dubay
    Zbrush Artist - Texure Painter - Modeler
    Psyop Inc.

    Dominance IV Entry : Berith: Infernal Duke of Slaughter and Blasphemy

    My DW IV ZBC Thread

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    That is not dead which can eternal lie, yet with stranger aeons, even Death may die...

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    www.4thvanishingpoint.com

  10. #40

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    Whoo-hoo! Awesome!

  11. #41
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    Fantastic work David! (hey your name evokes me something Moebius !)

    i like the first render of what you posted over the last one : better lighting IMO and it feels really natural. and believable last one has a more crisp feeling so beliavability is a bit off.
    but naturally it is a gorgeous work however and model looks great!

    while i am here i wanted to ask if for the animations are used the low res model with normalmaps/displacements or higher pollycount models exported from ZBrush - for render purposes ? know a person saying in animations inserted in games they still use uge polycounts for models ?


  12. #42
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    Impressive,Cool,and very inspirational.
    www.fr-visuals.com

  13. #43
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    Stunning work!!! Amazing things

  14. #44
    skulll_monster
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    [color=#cccccc]wow...nice models... [/color]

  15. #45
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    Stunning work...Lil' sister

    "I was using 3ds max 8 for the basemeshes then modeling and texturing in zbrush2 (I've also used photoshop cs for the texturing) then back in max for the renders and shaders."

    Are they Mental Ray renders? ... and your shaders are superb,,, any way of getting info about them?

    thanks again for the inspiration.

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