Pilou
I was wondering if you also created low poly versions for these characters for the Fight Club game?
Also were you able to create textures from the Z Brush models and use them for the low poly characters? If so, how?
I miss the wrinkles in the the front part of hiss neck,
but boy … this is just unbelievable awsome…
Superb work !
Thanks
Lucky_1
Damn! That is so good! wow. just… wow.
Awesome model. I’ll just get in line with everyone else and congratulate you.
BTW, on the Fight Club game, did you try to make any characters look like Brad Pitt or Edward Norton, or were you instructed to get close, but not TOO close? Just curious if you had to watch it on capturing any likenesses.
Anyhoo, keep up the great work!
Hey mc P,
Nice work pal ! This looks great ! I guess us old clay pushers still have a trick or two up our sleeves. Why don’t you paint him now? Great work show us more.
monstermaker
kinikuR6,
I think there’s information in the ZBrush Practical Guide ( or the Forum here) on creating Normal Maps. I think the Normal Maps are applied to the characters in real time as the game is played and the characters appear to have much more resolution than their real poly count.
Surly Bird,
Brad Pitt or Edward Norton did not sign away likeness rights for the game. The other actors did and we used reference from the movie to model their characters. The Jack and Tyler models you are asking about were modeled by Richard Diamant, who also helped me learn Zbrush.
ps: please check your email
jim
Dude!
I have two of your George Liquor babies sitting on my shelf at work!
Awesome work.
Thanks for blowing the curve in here
~Mike D.
OMG its Jim McPherson!
Love your sculpture work.
Boy o boy now you have Z…
This is exciting.
Wow again
Great work!! Even though the game sucks (playwise), I really appreciated the fx and of course the models
Also, I didn’t know Xbox supported normal mapping, so thanks for the info
Impressive work, sir! ;)
Could you elaborate a little more on how you did those wrinkles?
Could you elaborate a little more on how you did those wrinkles?
Alê Camargo
(a.k.a. Pentagramma)
Hi Alê ,
I took a look at the Triceritops that you posted, to get an idea of what your question about the wrinkles meant. I’m guessing that what your looking for is :
First make creases with the Simple brush, go deep. Pull the areas next to the creases out. Blend with the smooth brush. Maybe look at some reference of wrinkles. You could even copy the wrinkles on your wrist. Try to copy the character of the creases. Copy the form and how it fades off. When you’ve gone as far as you can with the standard tool, then start dropping in Projection Master. At your highest level of subdivision you can draw into and refine your creases. Don’t be afraid to set the intensity high. Then you can experiment with using more or less pressure with the Wacom Tablet. Or just draw the crease, and the areas you want deeper, draw over the same areas more for variation. Use the Blur brush to erase .
Hi Jim,
Thanks a lot for the tips! Your results are amazing, and really inspirational.
Looking forward to your next posts…
Hey Jim,
Nice job…saw a preview of your model in my poly class last week…Hiroki proudly displayed the work of his peer!
Did you start it out in MAYA or with Zspheres?
I am a vet of the business (I was 8 years at your current work place), as well as a traditional sculptor, and have really taken to ZBrush. I am just trying to figure out the projection master right now.
Your tips have been really helpful. I am working on a model right now and trying to decide how best to approach the hair…
I have tried several different ways…some of the alphas with the simple brush can get close to a buzz cut…but then he looks of a different ethnicity. I don’t even know how I am going to attempt the scruff of the beard.
I may end up sculpting the hair out like the classics…(Anh’s suggestion)…but then it may not be as detailed as the rest of the head…
Who knows…I’ll keep playing with it until I find something that works.
Any suggestions?
Very impressive, though…really looks great…
Jamie Bolio
Hi Jamie,
If you do wavey hair (maybe that’s what you mean by “classics?”) . I think it’s important to have the spans to support it. The more the spans follow the direction of the final detailed hair, the better Projection Master will be able to add detail and keep detail when you pick up. This principal applies to the skin detailing also.
Best,
Jim