ZBrushCentral

Shadow Warrior 2 Art Dump

And a gun from Lukasz:

So if you are intrigued enough you can check gameplay from the game here:

https://youtu.be/UpDogn4ee90https://youtu.be/

We also did trailers for the game. Together with Pawel , Piotr plus couple mates from our team and by using lots of our assets we made announcement trailer and preorder trailers:

Preorder Trailer:

Announcement Trailer:

I hope you like it and thanks for watching!

Attachments

sick work

Very cool artworks! congrats !

some creepy characters you have got there :slight_smile:

Great!
I wish i will became as good as you in ZBrush.

May I ask how you organize yout Subtools or Polygroups?

I noticed you have a lot of totally different body designs for the monsters/creatures.
But the bodies of female characters look much too similar on my first impression.
I know it is a nice and good working female body for the target group. And there are some differences.
And i don’t know if there are also some more athletic, and muscular or more slender female characters.

Great spectacular works.
No, Panowie, czapki z głów. :slight_smile:

there is a lot of very inspiring characters and weapons art there :slight_smile:

@Gedn - thanks :wink:
@smeagol -I’m glad you like it. BTW most of this creatures was done by Pawel Swiezak.Unfortunately his portfolio is neverending WIP.
@ rulonis - dzieki wielkie :slight_smile:
@f:)celess - Amazing to hear that- thank you :slight_smile:

@Shumetsua - Thank you. All female characters was done by Piotr Rusnarczyk . We were here restricted to fit into one rig. So when you see all of them at once in T Pose they look a like. But in the game we have a scaling system for characters to add variety in size, different AI , different animation set so we try to hide any similarities. And of course because we had so much to do in so little time
we reuse what we can :slight_smile: .
About polygrups and subtools I think I’m standart user here.Most of this characters have like up to 10 subtools. And I’m using polygrups mainly to detach polygon islands and split to different subtools.
Hope that helps and if you would like to have any screenshot just let me know.

Treeface and Serpent characters was painted in Zbrush and final tweaks was done in photoshop:
treeface_texture_zb.jpg
serpent_diffuse.jpg

Cavity masking was more then usefull to add variety in color in secounds :slight_smile:
treeface_cavity_zb.jpg

Attachments

treeface_texture_zb.jpg

serpent_diffuse.jpg

treeface_cavity_zb.jpg

grats on the top row guys :smiley:

Great stuff. Are you planning any big DLCs for the game? I’ve like 100 % completetion with SW2 already…

So cool! Thanks a lot for sharing all these amazing characters!

@Intervain - Dzieki - ciesze sie ze Ci sie podoba :wink:

@final fight - Wow - Nice! :smiley: We are now on ps4/Xbox version that will be ready soon. After that we will make some DLC. Thank you :slight_smile:

@Max33 - Thank you - It’s very nice to hear that :slight_smile:

Incredible works!

@ SolidSnakexxx - Thank you :slight_smile:

paszczak wrote: About polygrups and subtools I think I’m standart user here.Most of this characters have like up to 10 subtools. And I’m using polygrups mainly to detach polygon islands and split to different subtools.
Hope that helps and if you would like to have any screenshot just let me know

@paszczak
I knew there should be ways by zbrush alone to manage all those parts with Zbrush alone, using polygroups and just some subtools.
Some screenshots about the amount of polygroups in one part would be great.

And thanks for the reply about the female models.
Less different models for less tim to work on them makes sence.
I guess you not just create cool and crazy characters, but have to create some trees, walls, floors and boxes?

Hi Guys! Thank you so much for top row and warm welcome our stuff! We are really proud can show some pieces of SW2 on ZBC.
From my side, I must say that 3 years was amazing for me, and work on character with my colleague brings me a lot of fun
and (more important) experience on gamedev field. RoadHog it still the drop-up engine and every day we are hard working on improving
the display of our models to get closer to world-class quality, so please guys keep fingers crossed for our nex project!
We promise to deliver you a lot of fun and much, much beauty character! :slight_smile:

About art direction we had total freedom thats really fits me, when Pawel said: " Lowang way is our way " yeahh I was ready to fight! :slight_smile:
In my opinion each of us have a unique style, character and skills like a x men hehe,
if I’ll try pin each of us badge, I have chosen shape : MUSCLES for @levus3d, BRAIN for @paszczak and HEART for me;) And I hope each of you will find this diversity is something for yourself:)

A Little note about my workflow. My primary tool is (fcors:)) Zbrush and a lot of work I done therein.
All maps I try paint in zb this is really comfortable for me.
About sculpting, I using own brushes, often happens some brush was created especially for current models,
we are share among themselves, I mean insert brush mostly. Next I try to make some renders.
I don’t have favorite renderer usually I using goz and modo, this is the time for a decision about changes of geometry shape and overall color improvement.
Next step photoshop, and work with engine, this is the main place for preview how some of maps works and time for polishing etc.

I digg up from disk some beauty renders from stage, before I’ve loading models for engine.

Robogirl

robogirl.jpg

Ameonna

ameonna.jpg

Kamiko Ether

kamiko.jpg

And simple example of using insert brush (made in levus3d:) and preview of subtools of Akolite’s character.

SubToolsandBrush.jpg

Thank you again! And if you have any questions guys, just > shoot! :slight_smile:

Cheers,

Piotr

Attachments

robogirl.jpg

ameonna.jpg

kamiko.jpg

SubToolsandBrush.jpg

@Shumetsua - LoWang subtools and polygroups (not every part have more than one). As you can see it’s pretty basic. I mostly use polygroups->auto groups for breaking polygon islands to have better control inside one subtool.
polygroups.jpg
lowang_subtools.jpg

@final fight - we will realize small free dlc tomorrow or at Friday :wink:

Attachments

polygroups.jpg

lowang_subtools.jpg

@ paszczak
Great!
Thank you. I see, I have to learn much more about working with polygroups :slight_smile:

@Shumetsua - They are very useful! And to answer your previous question I did couple environment assets but mainly because no one could at that moment. And I will not dare to show them because they are ugly :stuck_out_tongue:
Basically now is all about specialization and its best to focus on one field and master it. Thanks for your comments! :slight_smile:

Really fun, creative stuff guys! Congrats on top row!