Hi guyz,
posting some new screenshots we released recently.
[](javascript:zb_insimg(‘115224’,‘crystal_dome_02.jpg’,1,0))
Hi guyz,
posting some new screenshots we released recently.
[](javascript:zb_insimg(‘115224’,‘crystal_dome_02.jpg’,1,0))
Great images. What role did ZBrush play in the project?
Zbrush was used mainly on the character:
high res sculpt, normal maps, texture painting
also the main rock which you can’t see as a full in the
screen-shots was also realized with the use of zbrush. (it has
a strange s shape)
[](javascript:zb_insimg(‘115240’,‘anatomy_wip.jpg’,1,0))
fantastic! it`s realy amazing…
Congrats man, colors/lights add this feel to it that just makes me keep looking at it, great work. It is like I am looking at a cool next gen game or something.
Awesome stuff! The musclature on the body will be of great help to everyone, thanks for sharing dude! When’s the game releasing, and on which platform?
can you tell what anatomical atlas you used?
it is a bit toony, but i used this on older projects
and i like it. don’t know who the artist is. if somebody knows who he is
please tell me so i can post it here.
oh and it is very important to mention that i had a day to lay out the sculpt
and a second day to finalize the base mesh, smooth out the muscles and export the normals. so any problem areas are mainly due to tight deadline.
of course without zbrush this deadline would not be possible.
i used mainly the clay tubes brush to build up the masses, the move brush to
correct silhouettes. then the inflate and clay brushes to build up the skin (and fat) in order to accomplish the final look.
i then exported the second subdivision and reduced the polygons manually
making sure i had the loops that i wanted in order to preserve the silhouettes
and then re-imported it into zbrush as a sub-tool to the sculpt and did a re-projection.
so i ended up with a mesh that had more polygons than my original low poly, but not too many. and the best representation
of the sculpt i could have in that amount of time.
i did this because the base mesh was too low poly for what we wante(nice silhouettes on a naked body.
i then textured the guy using 3d.sk photos and zapplink. i also used
the normal map and the cavity maos in photoshop to add some more detail to the diffuse map which is always nice, especially for in-game stuff.
some realtime preview in 3dsmax viewport
[](javascript:zb_insimg(‘115447’,‘man_sss_03.jpg’,1,0))
after all that is still had to make the armor, attach the head
that had already been made years ago and rig him with biped.
of course with that done i can load up all the animations
already made, export him and put him in our engine.
he also has a tattoo on the front, which isn’t final
so i haven’t shown it.
thanks a lot for atlas!..exelent texture of body!