ZBrushCentral

Splinter Cell: Conviction (Update May 10_page 5)

I have been looking forward to seeing this ever since TigerZ posted his work from the first conviction that got cancelled.

Are these high poly zbrush renders, and textured max mental ray renders ?

Can we see some wire frames, or is there still a ubisoft policy against that?

What is the most common brush you use for cloth/material fold sculpting?

Great job:+1:

Baller - Thank you for the C&C. As for the silhouette, we were constraint to the characters rig shape and we had a weird modeling pose that didn’t help.

James01 - all renders that I did are with the the low res models in 3dsMax in scanline. Nothing fancy, basic 3 point lighting.

On splinter I use to always work with the standard brush for about everything but, we were using zb 3.1 back then. I know Rhye used a lot of custom brushes and played a lot with the mode of the brush.

Thank you for the comments, I will post some wire when I get the chance.

More image :slight_smile:

Concept art by Bruno Gauthier Leblanc, you can check out his blog at; http://inkertone.blogspot.com

Very inspiring work. I’m a student at Los Angeles Film School and to see this caliber of work really inspires me to continue to improve. Thank you for posting it.

amazing work, what a dream job you have,
thx for posting these

wow great amounts of detail, so inspiring. Love the suit sculpt, the main characters face and hair, especially the salt and pepper look. Awesome concepts!

Thanks for sharing, congrats on a great title.

cheers!

great stuff and congrats! Can you briefly show us the work flow between lowpoly models on normal map? like max setting etc! there are bunch of tuts for Maya but we need some for max users. Thanks heaps:D

Hi guys, great work on Splinter Cell Conviction, all the models and concept art look superb. If possible can you please shortly explain how you textured your characters, I’m guessing some texturing was done in Zbrush (mainly facial) but I would love to know more.

Also I am sure most of the guys on this board would also love to know your render settings and how you rendered your images, because the renders look very similiar if not identical to the in game look.

Thanks.

Hi folks, my name is Frédéric Jovet, and I was part of the character team on Conviction. Chris nicely asked other team members to join in his thread, so here are some assets I made for the game. I hope you’ll find this interesting.

I'm sorry about the lack of full characters and nice poses. Because the old Conviction (2007) was meant to be a social stealth game, and the crowd had a major role in the gameplay, we had a lego system in place allowing us to mix different body parts at will and create great variety. We kept this system till the end, even after the game design changed, and even for unique characters. So I actually didn't model any full character. It was really a team work for creating single characters as well, all along collaborating, sharing and exchanging pieces. So here are some I made early on (2007) in Zbrush 3.1. These pictures of civilians parts are successively screenshots from Zbrush and renders of the resulting low res models in Max (mental ray). [<!--[attach=192714]HIG-RES-cloth-01.jpg[/attach]-->]![HIG-RES-cloth-01.jpg|1200x600](upload://bnmuGs45OLZTWdKHbFXgvk0IrWU.jpeg) [<!--[attach=192715]LOW-RES-cloth-01.jpg[/attach]-->]![LOW-RES-cloth-01.jpg|1200x578](upload://1r5Qxec2lg5LwWfRFetrqm3mlnA.jpeg) [<!--[attach=192716]HIG-RES-cloth-02.jpg[/attach]-->]![HIG-RES-cloth-02.jpg|1200x480](upload://a8yaTv9kFYO5ZNbFOJxzgg4SX8B.jpeg) [<!--[attach=192717]LOW-RES-cloth-02.jpg[/attach]-->]![LOW-RES-cloth-02.jpg|1200x459](upload://cK4Maj6yHdrT8fvo48rM6bblu9q.jpeg)

[]HIG-RES-cloth-04.jpg

[<!--[attach=192720]LOW-RES-cloth-04.jpg[/attach]-->]![LOW-RES-cloth-04.jpg|1200x490](upload://6jfJAVazFqQ51zcgHVPREGVt7U6.jpeg) [<!--[attach=192721]HIG-RES-cloth-05.jpg[/attach]-->]![HIG-RES-cloth-05.jpg|1200x696](upload://o6eqyqOYERZxP42NTcHA2mcAraU.jpeg) [<!--[attach=192722]LOW-RES-cloth-05.jpg[/attach]-->]![LOW-RES-cloth-05.jpg|1200x696](upload://sSHUFSkVMwYGlMZHlj5gfErSf57.jpeg) [<!--[attach=192723]HIG-RES-cloth-06.jpg[/attach]-->]![HIG-RES-cloth-06.jpg|1200x505](upload://o8M21T1OktdHajPyA5f0ySdCqFG.jpeg) [<!--[attach=192724]LOW-RES-cloth-06.jpg[/attach]-->]![LOW-RES-cloth-06.jpg|1200x505](upload://4EcCOEim2XBDnEypSdC6vGnMDJL.jpeg)![HIG-RES-cloth-01.jpg|1100x600](upload://bnmuGs45OLZTWdKHbFXgvk0IrWU.jpeg)![LOW-RES-cloth-01.jpg|1100x578](upload://1r5Qxec2lg5LwWfRFetrqm3mlnA.jpeg)![HIG-RES-cloth-02.jpg|1100x480](upload://a8yaTv9kFYO5ZNbFOJxzgg4SX8B.jpeg)![LOW-RES-cloth-02.jpg|1100x459](upload://cK4Maj6yHdrT8fvo48rM6bblu9q.jpeg)![HIG-RES-cloth-04.jpg|1100x490](upload://nboIqYAP5IDaZnh5I7zOkfhhn46.jpeg)![LOW-RES-cloth-04.jpg|1100x490](upload://6jfJAVazFqQ51zcgHVPREGVt7U6.jpeg)![HIG-RES-cloth-05.jpg|1100x696](upload://o6eqyqOYERZxP42NTcHA2mcAraU.jpeg)![LOW-RES-cloth-05.jpg|1100x696](upload://sSHUFSkVMwYGlMZHlj5gfErSf57.jpeg)![HIG-RES-cloth-06.jpg|1100x505](upload://o8M21T1OktdHajPyA5f0ySdCqFG.jpeg)![LOW-RES-cloth-06.jpg|1100x505](upload://4EcCOEim2XBDnEypSdC6vGnMDJL.jpeg)

Here’s a batch of more recent work, from mid 2008 to late 2009. I didn’t even render the pictures this time around, so those are successively screenshots from Zbrush for the digital sculpting, or screenshots of the low res models in Max’s viewport, with DX9 display (sorry for the aliasing).

Grim’s body:
[]

[]

[]Anna_Jacket_l.jpg

Kobin’s body:
[]Kobin_Jacket.jpg

[]Kobin_Blazer.jpg

Black Arrow officer’s body:
[]

[]

Third Echelon dude’s jacket:
[]

Some Malta thug lower body:
[] []

And also, I made a couple of sculptures for the environments.

A sculpture for Malta’s museum:
[]

[]

Original version of the colossal Perseus in Kobin’s museum (it was modified later on by the level artists):
[]

And finally Abe for the Lincoln Memorial in DC:
[]

[ ][]

Hope you enjoy it. Cheers!

Very nice update Fred!!! Thank you for sharing

I’ll post my wires and lighting setup very soon, Been crazy busy with work this week.

Thank you for all the good comment!!! :+1:

Chris.

Yes thanks for sharing. :smiley:
Grim looks perfect.

absolutely beautiful work! Are the textures photo referenced?

wow…huge work…Fantastic… :smiley: :+1:

splinter cell!! chaos theory one of my favorite game!!
cant wait to play conviction! thanks ubisoft! fantastic works!!

Very cool, thank you for sharing. I really enjoy the detailing of the characters. All the straps, cloth wrinkles and face details came along nicely. Good job on these pieces. :wink:

Simply awesome dude ! Really enjoy the clothes, so well-worked

Thanks for sharing, very inspiring !

> betaone + sculptor.zb + filoppo + Ichiban + Sycron: Thanks a lot people! :slight_smile:

> james01: Perfection is out of reach, but I’m trying my best to get a bit closer everyday, like anybody here. :wink: Thank you for your interest, and I’ll try to convince TigerZ to post more Conviction work.

> Clintus Maximus: Thank you! On the pictures I posted here, I used photographs only on the cowboy jeans+boots+belt texture. Jeans are really hard to realistically texture from scratch, because you have so many layers of detail on them. I mean, in a production situation, when you cannot spend to much time on each piece. So I used a photograph as a base for the jean, as well as the boots and buckle (I used CrazyBump to extract a detail normal map).
But every other piece here was textured from scratch without photographs.
I use a lot of photo-references for my sculpting though.

I will try to post some more pictures tonight. Thank you all!

  • Fred

Hi, here’s another small update with some pieces done for the PEC system (customisable multi-player characters), and the Coop mode. These are still screenshots from the high res pieces in ZBrush, and low res models in Max viewport with DX9 shaders.

   PEC Casual (gloves and armband made by Kaven Perreault)
    [<!--[attach=193211]Pec_Casual_Torso.jpg[/attach]-->]![Pec_Casual_Torso.jpg|1200x485](upload://qBsZXzu720nDzet3xMagOwktHvV.jpeg)
   
   [<!--[attach=193212]pec_casual_01.jpg[/attach]-->]![pec_casual_01.jpg|1200x599](upload://c90YPzfvNfAstDPDEob3DVxNbkC.jpeg)
   
    [<!--[attach=193213]pec_casual_02.jpg[/attach]-->]![pec_casual_02.jpg|1200x599](upload://dnCjmLjfSD0zpUZhyCx1Q2RP8oP.jpeg)
   
   [<!--[attach=193214]pec_casual_03.jpg[/attach]-->]![pec_casual_03.jpg|1200x599](upload://tZbcUeqz7w3nFG1iCf4VCgk107q.jpeg)
   
   Kestrel lower body
    [<!--[attach=193215]Coop_Russian_Pants.jpg[/attach]-->]
   
   And the full character was a collaborative work:
   Head by Chris Cao - Upper body by Mager Kamel-Aquino - Lower body by Fred Jovet - Boots by Kaven Perreault
    [<!--[attach=193216]Kestrel_Full.jpg[/attach]-->]![Kestrel_Full.jpg|1134x1146](upload://p6J5ZqswMLNZRYAnL2Xj2Bk4C4Q.jpeg)
  
  Cheers!
  
  - Fred![Pec_Casual_Torso.jpg|1100x485](upload://qBsZXzu720nDzet3xMagOwktHvV.jpeg)![pec_casual_01.jpg|1100x599](upload://c90YPzfvNfAstDPDEob3DVxNbkC.jpeg)![pec_casual_02.jpg|1100x599](upload://dnCjmLjfSD0zpUZhyCx1Q2RP8oP.jpeg)![pec_casual_03.jpg|1100x599](upload://tZbcUeqz7w3nFG1iCf4VCgk107q.jpeg)![Coop_Russian_Pants.jpg|1060x656](upload://6oZSQaCpDbxVCjQ3GGHX4evNJCz.jpeg)![Kestrel_Full.jpg|1100x1146](upload://p6J5ZqswMLNZRYAnL2Xj2Bk4C4Q.jpeg)

Excellent.
I got this game a few days ago and all the character models look great.
I really like how the low poly models have been constructed.
The topology of the low poly flows with the material folds of the hi res sculpt , so the actual form of the model that we see in game is not completely dependant on the normal map. This is why I like to see the wire frames.:smiley:

I havent looked at the coop levels yet because the match maker for pc is not working, but hopefully I 'll get to see kestrel and archer when the next patch arrives.:lol:

Thanks for posting these Frédéric, they’re awesome -> going straight into the ref folder! :sunglasses: :+1: .