1. #1
    New Member User Gallery
    Join Date
    Jun 2009
    Location
    lyon
    Posts
    12

    Default My assassin's creed brotherhood characters

    ZBCThumb2.jpg

    Hi everyone

    here is a sample of my work for assassin's creed brotherhood.
    It's an honor for me to be part of the team and to have the chance to work on this awesome game.

    During this year working on assassin's creed brotherhood i was working on the multiplayer characters.


    I hope you will enjoy the game and thank you for your comments

    311_max.jpg


    409_max.jpg


    600_max.jpg


    729_max.jpg


    824_max.jpg


    my galery: http://cghub.com/images/view/99968/



    thank you for watching
    Last edited by johan_g; 12-07-10 at 12:38 PM.

  2. #2
    Senior Member User Gallery
    Join Date
    Feb 2010
    Location
    Boston, Massachusetts
    Age
    25
    Posts
    209

    Default

    I love them all! Such cool character designs! Great sculpts!

  3. #3
    New Member User Gallery
    Join Date
    Nov 2010
    Posts
    9

    Default

    wow thats awesome. well done!!
    just a question how to do low poly fur?

  4. #4

  5. #5
    Senior Member User Gallery
    Join Date
    May 2010
    Location
    Sao Paulo
    Age
    23
    Posts
    102

    Default

    nice character, i'll use them always for reference

  6. #6
    Member User Gallery
    Join Date
    Nov 2010
    Posts
    97

    Default

    very nice characters ...
    Mohamed Aly Rabie.
    http://www.rabieart.com/

  7. #7
    New Member User Gallery
    Join Date
    Jun 2009
    Location
    lyon
    Posts
    12

    Default

    thank you very much everyone !!

    @animationclock:

    for the fur render in low ploy check this PDF from shadow of the colossus, it's a very good way to have good render with just a small texture.

    http://www.bruno-urbain.com/resource...ng_of_sotc.pdf

    the trick is to have one texture with very small alpha dots on it, then you multiply the layers of polygons to have deepness into your mesh.

    once you have it you must now build a shader who consider the fresnel of your mesh as an alpha (to hase smooth profile) and to finish you color the layers of polygons with some vertex paint (from the base layer wich will be very dark, to the outside layer wich will be the brighter one)

    .....i'm not sure i'm very understadable but if you read the pdf from the link i give to you i'm sure tou will understand.

    now it's a very common way to do fur in video games (look the screenshots from the first lost planet for example) but the first who started to do this was those genius of Team ICO...

  8. #8
    New Member User Gallery
    Join Date
    Aug 2010
    Posts
    4

    Default

    great work, as always in the AC line.

    congratulations

  9. #9
    New Member User Gallery
    Join Date
    Jun 2008
    Posts
    20

    Default

    cool stuff, bro

  10. #10
    Senior Member User Gallery
    Join Date
    Jan 2007
    Location
    Chicago, USA
    Age
    35
    Posts
    392

    Default

    Nice work! I really like that engineer costume.

  11. #11
    Senior Member
    User Gallery
    Join Date
    Jan 2010
    Location
    Australia
    Posts
    664

    Default

    Amazing work. Any chance of seeing some more work flow images. i.e How you generate the normal maps on such low poly mesh and keep the detail. When I generate mine in Zbrush they seem to not want to work if the mesh is too low poly(no fine detail). Thanks for sharing.
    __________________________________
    My website

  12. #12
    New Member User Gallery
    Join Date
    Jun 2009
    Location
    lyon
    Posts
    12

    Default

    thank you again for the compliments !!!

    @soulty666:

    to generate a very clean normal map on these characters i use topogun and xnormal:

    once iv'e finished my hires character i use the decimation master plugin to export the object from Zbrush with not too much polygons but a very good fidelity.
    then i started to retopologozed my meshes in topogun from zero.
    I unwrap my Uv and export the very high poly mesh from zbrush and the low poly with unwrapped uv into xnormal.
    once i've finished this i just have to generate my normal maps and then i start to texture the character.

    our workflow is very close to the Mashru Mishu's tutorial :

    http://www.tutorialized.com/view/tut...Modeling/36296

    you should look at this, it's very usefull to understand how to process when you have to bluid a very detailled character with very hard constraints.

    i hope it will be usefull.

    thank's to everyone for the comments

  13. #13
    Senior Member User Gallery
    Join Date
    Feb 2009
    Location
    Gent, Belgium
    Posts
    178

    Default

    great work!
    -JELLE VAN DE WEGHE-
    sketchbook


  14. #14
    Senior Member
    User Gallery
    Join Date
    Jan 2010
    Location
    Australia
    Posts
    664

    Default

    Thanks, much appreciated. I need to have a look at xnormal.
    __________________________________
    My website

  15. #15
    Senior Member
    User Gallery
    Join Date
    May 2009
    Location
    Croatia
    Age
    29
    Posts
    2,277

    Default

    Such a cool thing to work on AC!, great characters!

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •