ZBrushCentral

Game Art : RAINBOW SIX VEGAS

Ho!! my god :grimacing: :grimacing: :grimacing:

Seb, please elaborate on you achieved your gothic architechture modelling. Very interested in how you achieved that. Thanks for your response. :slight_smile:

Absolutely awesome work.
Your modeling and sculpting skills are incredible - and very inspiring.
Thanks for showing them.

Seb:
After some close examination I realize none of your models have serious undercuts.

Hey Seb,

Thanks for your reply. We’ve already tried cuttin down on the spec and hiding seams in areas that won’t be so visible. But stuff like hands…there’s no where to hide them.

It’s funny that when I use GUV tiles and extract a normal map from that UV layout, it doesn’t show any seams in the game.

Regards,

Mark Soon

How did you achieve the stitches on the boots? I didn’t think ZBrush could make such lines. You prove otherwise! Great work, I envy.

Simply Amazing work… the normal came out crisp … can we get to know the polycount on the characters???

Hey Seb.
We’ve all been asking for months… I think it’s time for a z-script.
The work looks great!
Not like you haven’t heard it before… Oh yeah, stop being so bloody modest… No need to keep saying this stuff is 6 months old.
The work is good, be proud.:+1: :+1: :+1:
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey

really amazing stuff, the jacket is incredible, also the boots, just everything! :+1: :+1: :+1: :+1: :+1:

What a fashion hunter dress :sunglasses:
For the rabbit Roger, or Bugs Bunny ? :smiley:
PS Il y a du monde qui aimerait ton passage sur le forum Zbrush.fr pour causer “technique” si tu as 5 minutes :wink:
Il y a déjà le François Rimasson :sunglasses:

Seb amazing stuff man. Hey i wanted to ask a question about the gothic walls. How did you do that? Did you use one flat plane and detailed it using stecils? If so are those statues alphas?

Lol I know the gothic walls are driving me nuts also.
So far I developed a bevel brush type deal but still nowhere near as good as those.

wow that first pic before editing was huge heres a smaller one I dont want to steel any thunderBEVEL-BRUSH.jpg

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