ZBrushCentral

Assassin's Creed II characters

thanks everyone

Cral: about 1 or 2 days for a head, depending on the complexity of the haircut, and about 8 to 10 days for a whole body.
EricShawn: even maybe the best thing I’ve ever seen. period. This thread is legend, wait for it…, dary!
Big guns: I tried it, and it’s good stuff, but since you cannot render to texture and you have to cheat max to get a map of it, it’s useless for me.
Uber: pretty standard workflow, hi poly shapes in max, details in zbrush, retopologising to a low-poly version, bake in max, or zbrush using zmapper, or xnormal, or whatever, and texturing, using Ambient Occlusion, and Crazybump stuff. For the jewels, or fine détails, I use mental Ray to render the object, with a bit of reflection, something nice to look at, and using the same setup I render a normal map, and a little bit of photoshop tweakings later, I’ve got some nice diffuse, specular, normal and opacity map; i’ll show you an exemple of that if I can take some screenshot out of Ubisoft.

You can convert your haircut in poly so maybe use it. but for sur for the cinematic it’s good! I think they use XSI for the cinematic right?

Wow…another great set of inspirations!

Thanks very much for the reply! Really looking forward to the zb/engine/wireframes as you have time!

beautifull work! the faces are very impressive

hey, great job! nice work on portraying the costume design to 3d. :cool:

Awesome work man. could you give a little detail about your process for modeling and sculpting clothes?

great work!!! i would love to see more …please post what you can :slight_smile:

Awesome artistic stuffs!There r Lots of life in the characters.
As u have mentioned u used scan head for some character, how much work these scan data reduce for an artist? What r d major parts to tweek of a scan head to make it more lively?

Absolutely great !!! Awesome :+1:small_orange_diamond:+1:small_orange_diamond:+1: