Nice update Seb,
Thanks hedition… in regards to the eyes. we actually use the same eye geometry in both asian and caucasian meshes. But I will personally keep that in mind in my future models/projects.
j
BIG FAN of both FC3 and FC4. Played em both and loved em! I really enjoy these posts! Fantastic work!
Pagan Min’s winter coat, modelled by Emanuel DaSilva Luz.
Bloody Pagan Min from the Reveal trailer, by Ed Hardison. Hair mesh by Mager Kamel Aquino.
Yuma Head, by Mager Kamel Aquino
Attachments
Ajay’s FPS Hands, by Jason Mark
Hurk’s FPS Hands, by Ed Hardison
Sadhu Head Detail, by Jason Mark
Attachments
Reggie, By Emanuel DaSilva Luz
Yogi, By Jason Mark
Sabal, By Jason Mark
Attachments
Wow! That’s a lot of the highest quality Zbrushing! Congratulations!
I love the elephants!
Bravo à toute l’équipe!
Did you use marvelous designer for the cloth?
Thx, yes the elephant is awesome…props to Emilie.
And I believe a couple guys on the team used marvelous designer.
Great work! In-game versions look very nice and polished.
Wow that’s a gigantic amount of work! Nice models! Thumbs up to u and ur team
Wow! Thanks for sharing you and your teams work. Beautiful work and one of the sickest games out.
Those gloves man. Those gloves.
fan of FarCry3,4…
good stuff
Thank you brother
wow! were you the only character artist on the game lol
I admire your work so much ! I’m a big fan of ubisoft :0 I’ve got LOTS of questions to ask since I’m new to gam development industry
I’ve played far cry 3 but never had the chance to play farcry 4
First can you tell us about the process of texturing ?
Also the polycount and maybe post a wire frame of the low poly?
And the hair , that amazing hair some characters hair is actual geometry and not just polygons with transparency right ?
Sorry for being annoying but we have to learn from the masters
Thanks guys,
@zerafian, lol. no, we had a great bunch of people contributing. I’ve only shown some of the montreal studio stuff too…we had a lot of help.
@tripl3m, the texturing was done a few different ways. A few of us used poly paint as a base, and then refined it in Photoshop or mud box.
the poly count varied from narrative (~40 k tris) to npc/enemies (~20 k tris).
The hair was greater in zbrush using insert mesh strips. It was then cleaned up in max. Our engine used a specific hair shader with alpha and some blurring.
Beautiful works… amazing… small_orange_diamond
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For texturing apart from Base Zbrush texturing and Mudbox texturing were there any other software used?
Awesome work! Great source for inspiration.
Thanks for sharing.
Could you also share wires in future posts for characters to get an idea about how the ingame models are built…
I am curios mainly about cloaks/coats/hanging cloth pieces that are going to be animated. Are they usually one sided or two sided?
@vivek_shinde, thanks from me and the team. Unfortunately, I currently don’t have access to the lo poly meshes on farcry, because I have move onto rainbow 6. But there are lots good examples of in-game meshes posted online. We tried to have good loops around the joints, and snapped vertices and matching topology on overlapping geometry ( ie a shirt under a jacket). We’d delete what wasn’t seen.
But the animated cloth was always 2 sided meshes.
I shot many of your characters Jason, I’m sorry…
BTW, Nice work dude