1. #16
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    Awesome models, awesome sculptures, texturing, game etc.
    Superb work guys...
    Thanks for sharing
    Congrats for everybody!

    Cheers!
    _____________________
    Glauco Longhi
    Sculptor and creature designer
    www.glaucolonghi.com

  2. #17
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    Default Bam!

    Insanely awesome work here guys! Really loving the hair, the textures, everything!! I've got a ton of questions now!

    1.Typically how many polys were the wigs?
    2.How in the hell was drake's hair textured?!
    3.When doing *ingame* renders is there a realtime SSS shader being used or were most the low in game meshes rendered in maya with the fast_sss_skin there?
    4.What is the average time frame for completing these characters from getting the concept in to a finished, LOD'ed state?
    5.How many polys are the lows?
    6.Any chance to get a look at some wireframes?!

    Again, phenomenal work guys. Truly inspired to buckle down and work even harder now! Thanks!

  3. #18
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    Wow awesome man. Thanks for sharing!

  4. #19
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    Great work guys! You should all be proud!

    Really awesome stuff!

    S

  5. #20
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    thanks guys!!

    there are more images on all of our websites.. i'll post a couple wireframes here though..



    chloe_wire.jpg


    drake_head_wire.jpg


    here is the matcap that i made as well for the skin.. feel free to use it..
    skinmat2.jpg


    wayniac - the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..

    Drake's hair was done with a couple different alpha and texture cards.. really one alpha and texture map just different ones scattered.. nothing too crazy actually.. pretty standard..

    the in game renders do use a fake SSS shader.. its used for our cinematics and the game version uses a slightly dulled down version. It renders the skin to a separate target and does some magic there .. pretty amazing stuff actually. have to thank our graphics programmer John Hable for that one!

    time frame is a hard one.. things change so much here that things are really never done until the game is shipped.. if i had to put a time on a character, i'd say about a month and a half to 2 months.. but again, some were done with tighter deadlines, others changed so much that I'm not sure I could even put a time on it..

    our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

    the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..

    DBriggs- I can try to go into our workflow a bit later.. if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..

    sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..

    the hair is actually modeled full in Maya.. not zbrush.. I just bring it in zbrush to see how it looks on the full model.. but most of the time its tweaked after the low has been made..

    the skin again is a custom SSS material.. the texture maps are hand painted to work with the material.

    if I missed anything please ask again.. I'll try to go into more detail at a later time. in a little bit of a rush as I'm going on vacation in the morning



    by the way... I wanted to thanks all the character guys on our team.. I should have stated this above..they deserve it! so awesome job and big thanks to Hanno Hagedorn, Darcy Korch, Bryan Wynia, Corey Johnson, Judd Simantov, and Ryan Trowbridge. You guys kicked ass!!

    Also big thanks to the rest of the team at Naughty Dog.. Our work would be nothing without all of them!


    -Rich
    Rich Diamant
    Lead Character Artist, Naughty Dog
    http://www.rd3d.com

  6. #21
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    A few questions about the hair. That flyn maya guy has a similar hair style to a character I'm working on, slicked back. How many polys do all of those poly strands add up to? How do you blend them into the scalp so it looks like its grown? Grown= normal hair not hair piece.

    @Bryan - Whoa you got a job there? When did you join the team?

  7. #22
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    Awesome job guys, still yet to play this game, hear good things.

    One crit is just that some character styles and quality's done match others, its always hard to do when working in team tho.
    [color=Red]***9642;[/color][color=White]***8971;[/color][font=Lucida Console][color=Silver]Mike Nash[/color][/font][color=White]***8970;[/color][color=Red]***9642;[/color]
    [color=Yellow][size=4][url="http://www.mikeanash.com/"]***8718;Available for Freelance/Full-time***8718;[/url][/size][/color]
    [url="http://www.zbrushcentral.com/showpost.php?p=614193&postcount=99"]
    [/url]

  8. #23
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    amazing work guys/gals. That game looks so beautiful (makes me want a PS3 just to see all the artwork ).

  9. #24
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    awesome work
    jasonlinartdotcom
    Available For Freelance

  10. #25
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    How do you use that image to create the matcap?
    3D Character Artist
    www.chademond.com

  11. #26
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    Thanks everyone for all the nice comments!

    womball - Hey man, I joined the character team here last January.
    Bryan Wynia
    Senior Character Artist: Hi-Rez Studios
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  12. #27
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    great stuff Diamant, esp like your sss shader there. Have one similar myself

  13. #28
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    Thanks a lot for sharing your work. I really loved the game.

  14. #29
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    The game was great and it`s so cool to see all these pictures now. You all did a fantastic job! Congrats!

  15. #30
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    indeed great work

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