please please please , i just wanna know how the hair done , i love this technique and wish to know is there a tutorial to help me to understand this way for hair m thanx in advance
Hi Mike,
I can spend hours and hours looking at your amazing sculptures. Is it possible to animate this beautiful and amazingly complex sculptures in ZBrush? If yes, what about the eyes? Is it possible to rig the eyes and things like teeth?
Congratulations again!
Pablo
I am not really sure but I guess he is projecting a photoshop image for the color, another one for the alpha channel (for transparency) and maybe another one for brightness. I think so because he uses simple polygons like the ones you usually wants to project images and transparencies.
I hope it can help you!
Cheers!
Pablo
I love all naughty dog works… I always followed the artists in the company… I also work in video-game industry, I read all the documentation you released on the internet and that helped me aloooot. Now I developed many techinics for better quality and performace thanks to these documents and following these posts. Mostly I create cellphones games, so we have lots of limitations and DrawCalls to control, I imagine how that would be hard to create these arts plus the scenario and shaders and keep the game with this awesome performance. My compliments.
May I ask you wich program do you use for retopology?
Topogun? 3DCoat? Maya?
To open UV?
Thanks
Hey man, you can watch this video, it is the same technique ;D at least a very close one.
Hi everyone, I’ve worked on The Last of Us for two and a half years and would love to post my artwork here. It was great experience for me working with talented artists.(They already posted here!)
Clicker in Gas mask.
Clicker in Gas mask (grey scale version)
David promo Poster.
David’s final head texture was polished by Michael Knowland.
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I never played The Last of Us, but i always admired the work that you guys did in this game, everything is really great and i really love the soundtrack, congratulations.
Infected Clickers
Infected bloater
I started with the bloater base model from Michael Knowland and made its variation. (head & upper body)
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Infected stalker
I’d like to mention Hyung Taek Nam worked on the most creature concepts for the project. you guys can check his works
at http://www.rednight81.blogspot.com/
Thanks! hope you guys enjoy!
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Wooww… amazing work…
I am finishing The Last of Us for the 4-5 time now, I play and replay trying to see each detail and practicing a lot in ZBrush and the engine I work.
Already bought the Left Behind and finished at the same day, it is everything so perfect. Really amazing job.
The characters are perfect in every aspect. The most amazing inspiration for me.
Congratulations.
Superb work Jaehoon!
Wow, awesome work…
Thanks Guys!
Amazing! I especially admire the texture work on these.
Great work Jaehoon!
Why does all the hair pieces have faceted/hard edges and not smoothed? I can’t get my head around why it would be like that…does it catch the light better or something?
Also, did you guys place the long hair cards in maya or was it placed in zbrush using the transform tool?
Thanks for sharing these amazing sculpt work!
Chimp - I may be wrong, but I believe the hard cards look like that because - they’re probably the same low poly mesh that’s used in game. ZBrush doesn’t have smoothing groups (soften edges) so low poly objects look faceted (though in engine they’ll have the correct smoothing groups applied).
There’s a smooth normals feature in the render options of ZBrush. This would have removed the appearance. Regardless, that’s like serious nit picking of what is super stellar work.