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Assassin's creed NPC characters

just asking because the noise on the border on the eye i see on the previews screengrab is something i tipically find when cleaning scanned people. is the screengrab a normal mapped lores? could we see your fullbody gamemesh wireframes? it looks really really good!
the stylization of the character is somehow renaissance italian style (AKA caravaggio)
very nice
!
PS: 4 the monk how you got the fabric microdetails? uvsnapshot and intensity mask?

thanks

I would love to see the full body wire frame turnarounds. That would make my week! I have yet to see anybody post their low poly turn, and I think that’s almost the most important part and I’m just dying to see some. So if you could I would forever be grateful.

-sean

Thanks again guys!

sephirothsinic: thanks man! I guess it looks like that because I used a displacement map and turbosmooth is only activated in render not in the viewport (it’s easier on my 3ds max this way) and what you see are the eyelashes they are modeled!.

this is the basemesh and the full resolution (I made the model in ZB2 but I made the screeshots in ZB3).

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what is turbosmooth?? I’m sorry i’m a Maya guy :slight_smile:
if you had a dispmap how are you displaying a 32bit dispmap on the viewport with a result on the diffuse? is it a feature in 3DMax? (kinda dynamic normalmaps?!?)
If it’s not asking too much could we see a rotation on the complete lores character gamemesh wireframe with attachments on??
It would be of great interest!!!

thanks a lot

S

sephirothsinic: I make all the details in zbrush I then create a displacement map (inside zbrush). only then I import a mid-res arround 13 000 polys that I subdivise (turbosmooth) I apply a displacement map that’s all there is to it!. in 3ds max you can activate the subdivision only in the renders (if you select the option) so a use my mid-res instead of using my 3.2 million poly model in zbrush it more managable in 3dsmax).

sure thanks for the very fast answer :slight_smile: !

Extremely inspirational work, thanks for sharing.

Unbelievable work, totally inspiring I hope one day I can work along side you lil’sister! :sunglasses:

Hello again and thank you Lil’sister so much for sharing that with us.

@Lil’sister:
Well, did I misunderstood in a message earlier, but you would like to upload for us a little test scene file with all the settings inside 3dsmax ?
That would be soooo great.

@sephirothsinic:
About the displacment map, I think as Lil’sister wrote before, doing all the deatails in zbrush, but exporting the displacment map, so you can use a low poly for rendering in 3dsmax.

I am not as good, just a bloody rookie and wish I would have more time to use that wonderful tool. But here is one test I did with the displacement map.

The low poly mesh rendered in 3dsmax, without any displacment:

Using a displacment map on the same low poly mesh with 5.704 polys:

Hmm, I hope that’s the same way, not as good, but as a starting point.
if you compare the images, you can see really a huge difference using the displacement map generated from zbrush.

@Lil’sister:
So, is my way the way you usually use for the game industry ?
I just was a little bit confused, because usually you don’t use a displacment maps in the game engine, I thought normal maps… …hmm, or do you ?

thx a lot guys for everything, you really rock :smiley: ,
capubig_ohne.jpgdino_displacement.jpg

thanks The Cheshire Cat and Hazardous! :slight_smile:

Capu: I never mentioned anything about a max scene that I would provide! with the screenshots it should be enough. I use mental ray but the lights are regular omnis (3 of them), I didn't used a skylight or Finalgather or GI, the important thing there is the skin shader settings. As for the low-res I do use normal maps, but I bake them in 3ds max (render to texture) . I bake my textured high-res onto my low-poly creating normal, diffuse and specular map from my high-res model. In short there is nothing special that I do differently from anybody else in terms of techniques for the low-res.

the work I’m showing here is the high-res with shaders and lights, so when I explained something is was in regards to high-res only.

In Assassin's creed we have crowds and huge beautiful cities with AI etc... so don't expect crazy numbers of polygons on the characters (in the crowd it's around 4500 polys per character) I mean we are talking about a game that will run on a 360.

:smiley:

thank you , ok, well, teh render is without gi, that’s awesome.
So the render time must also be very fast… thx for letting us know.

capu :smiley:

I was asking about the normal maps creation pipeline :slight_smile: the 32 bit dispmap is a well covered subject now. Of course still waiting 4 multi exporter and zMapper 4 ZB3… any news about that?

S

4500 for crowd characters, is it more for your main character?

ah i have so many questions but i’m trying to keep them one at a time.

Lil’ sister
Thanks for the screen shots. very helpful…

veyy nice modeling and rendering…i like youre realistic way…
but i think this game is another Against Muslims story !

Great work. Well done guy!

Thanks, for the wireframe shots and the shader! I appreciate that!

No, it’s not. The game takes a neutral stance on the conflict going on at the time (with the exception of the idea that it should end). Jade Raymond, who heads the project has stated the game’s main character and story don’t cater to one side over the other.

Back on topic (sorta) How did you guys concentrate with Jade around? lol. Seriously though, the more I go back and look through the models you’ve posted the more subtle touches I pick up on. It’s making me want to really take my time playing the game when it finally comes out, just so that I can admire the work behind it! So were you responsible only for the characters and their gear or did you work on environments also? I’m looking to become a character modeler either for games or film and wanted to know if I should concentrate only on that or if I should do a few environment models too?

I am speechless.

So what exactly were you resposible for? Texture also? I know you recycled the meshes for the bodies but what else did you guys do to the pipeline that sped up your production focus? Did you do a lot of kitbashes with retextures on clothing and so forth from character to character? Just curious.