ZBrushCentral

Game Art : RAINBOW SIX VEGAS

I’ve been waiting for Seb to reply to this thread because I was intrigued by the gothic walls too. After playing around and using the hints he gave, i was able to get a similar effect. Basically:

Create the raised elements (the gothic arch, knots, etc.) as different tools. I created several by taking a plane, making it a pm3d, dividing to a high poly count, storing a morph target, sculpting the shape, and creating a tool from the difference. I also used some heads I’ve sculpted.

Then, taking another pm3d plane divided to about 4m polys, I went into projection master (deform only) and positioned the tools either by resizing the brush and placing a bunch of copies using drag-dot, or just by plain old drag rect and placing them manually.

The results aren’t anything I’d post here. I was just trying to see if I could acheive the same level of detail. But, I think I was able to get an understanding of what Seb did.

Thanks Seb. I love your work. If/when you do get back to the thread, please let us know the details of the alternate workflow you developed.

i tried doing that too but when I left Pm the tool had a depth of over 100 :frowning: it was jetting out of the plane ?

any idea what z intensity should I use ? …inside edit mode and as well as when drawing the tool on the plane (both inside the PM)

Actually Verry grimm, it sounds like my workflow…
I used exactly the same colummn as caanemushroom if you check my patterns.
Why do you say its not as good?

You have to work cleanly and precisely on your model, its the same than doing faces…
I also use often the layer brush with gives very regular draing compared to the simple brush.

I use most of time projection master because its realtime scultping and extremly accurate…

Exercise on small element, once you done you can go deeper in detaling…

Also, it takes time to handle those technics!

ya i have it down now I think.

Steps I took.

For larger pieces. Make a low lvl small piece in maya. in my case I made nurb curves and lofted poly quads doesn’t matter the poly count remember because the end goal is a texture not geometry.Detail it with alot of noise (aka paterns).

Dont have to be perfect just small enough to be believable. I made custom Alpha brushed with intresting patterns. For grooves and such. I think you probally made a drag drop brush for bullets and pouches using geometry to make alpha brushes now that I look at the jacket. Which is still a little baffling. I would love to post it but I really don’t want too come out looking like I copied the idea. Mine is the path to enlightenment.
You are right this did teach you a new way too think about Workflow. Its like building up details to make other details.
Before I was trying to build up details with a banana dipped in ink.:wink: aka the default alpha brush. I love how in the end you have this alpha that with the crop and fill you can make a complete mesh looking texture. The alpha itself is a form of art;)

Thanks seb for the complement can’t wait to see the game hit the market.

You know Seb,
A Zbrush cap would be ok, . .
But a Gnomon Workshop Advanced sculpting dvd, by Sebcesoir.
Now THAT would be DAMN COOL !! :+1:

I definately need to do more inorganic work with Zbrush I’ve only really used it for organic modeling. Previously I would model all the detail in maya then use nvidia’s photoshop tools for the detail as it would come out very lumpy when I used Zbrush. I must now go and practice these techniques!

Stuning work!

you know man, its the fastest way to do nomalmaps!

But maybe not the more beautifull…

Omg seb you totally gave me an idea and here play with this.
Heres the settings

Normal brush
Load this as an alpha
choose line tool instead of freehand
.2spaceing
2average

click and drag Change the direction of the alpha in the alpha menu.

enjoy.

:wink:
http://www.houseoftutorials.com/3Dt…inmailbrush.zip

Thanks Canned. The directional brush works really well with that too.

Really nice samples. A++++

AMAZING skill man !!!

I would love to know how long it takes you to model and texture (presuming you do both) one of those main characters, start to finish?
What’s the actual tri count on them in game?
And what’s the ZBrush polycount on a tool like that of Michael’s torso.

in any case thanks for the look behind the scenes…

Nice job!!! You sir…are the man

badawss works;)

In reply to Mark Soon from TB:
We get seams in Unreal 3 all the time. At the moment we dont know of any other method other than hiding them in less obvious areas as Sebcesoir suggested.

A video tutorial or zTut would really go a long way for fellow game developers, Sebcesoir. Particuarily with your modelling.

Thanks.

Paul W.
Prophecy Games,
Sydney

well i am working on Unreal 3 but what ever the engine is, if i find any seams that need fixing i manually paint on the normal map through zapplink to fix it.

hey Sebcesoir, there ar so many details on these model i am wondering what PC config you have, like processor, ram, video card etc.

anyways, i was thinking if its actually worth modeling all the smaller details in zbrush or can they be painted in photoshop much faster and more accurately…

if you do it in photoshop you could obviously do every set of detail in seperate layer. for example the stitches could be in one layer, and the fabric seams could be in another layer and you could adjust the height intensity of the details independently.

however, for the cloth folds, painting the height map in photoshop wont be as accurate as sculpting in zbrush.

hey :slight_smile:

the arch stuff is awsome…just in time.

… Just to tell you we love your work and researchs.

Sorry, if I speak about Nurenda here, I know, it is not the place, but whereas the picture is far, I s’m still keeping it in my head.
As A Reference!
(… Et je me suis abîmé les yeux dessus pendant très longtemps parce que ça le mérite vraiment!!! )

Your work gives a lot and helps everyday to do a better work.
Thank you for this and everything!
I wanted to tell you this.
Cheers
Sylvi@

www.hox.fr
www.marcboulay.net

Hello Seb !

Would you like to share with us your settings from the jantim bronze fake ?
I mean the lights, and the materials you used in zbrush.

Would´be really great.
Thx a lot and best greetings,
capu :smiley:

As everyone else has said- truly great work.

Thank you for sharing. It is inspiring to look at.

i’ve been playing rainbow six for my 360 its pretty tight game did u create terrorist as well