ZBrushCentral

The Last of Us - Character Sculpts (+ images Pg 8 & Pg 12)

Thanks so very much for taking the time to answer those questions! I have attempted to do some afro-centric hair using the surface noise in ZB to no avail. Keeps coming out looking like clicker fungus instead >_< Will keep pluggin! Thanks again for all the answers!

ND guys, I’d like to join everyone else in congratulating you. I believe this game is an outstanding achievement that will be remembered for decades, and as good as the writing, acting, music and gameplay are all, it’s also an incredibly important aspect that the characters look and act so much like real, believable people. This is a milestone in entertainment and it must be a great honor to be a part of it, but you all are totally worth of it; every polygon and pixel and brush stroke is an outstanding piece of art that can both stand on its own and still manages to perfectly serve the greater cause.

Congratulations and thanks for giving this to us!

this is insanely good. congrats for naughty dog and all artists who worked on this game.

I’ve never seen better handmade clothes in my life. Stunning guys.

Absolutely brilliant works! Congrats! :+1:small_orange_diamond:+1:

Great!!! :+1:

Super Artist…:confused:

Howdy. I’m one of the two character artists for Poser we have to model and rig our stuff ourselves. I was intrigued by the facial bone system you guys have. I have been wondering if there are weight maps on the translations as well as the rotations for those bones? Currently we only have weight mapping for rotation dials so I’m trying to see if this would be a feasible technique for us to include or if I should just stick to a combo of morph target and bone.

Also, I’d asked earlier and understand if this isn’t info you’d like to give but what were the in game asset poly counts for the most part? The highest not the lower LODs. We’ve gone between 50K and 25K and haven’t quite found a sweet spot yet though I think that’s more topology flow than poly count.

Lastly, I know the CE had a small book included but I missed my chance to get a copy of it, will there be an “Art of” book for the Last of Us like there was for Uncharted 2? I would buy that without thinking twice.

I would love for there to be an art of book. Just let me know when and you can have my money.

Right click images - Save Image As… - Navigate to inspiration folder - Click save -

User has died from too much awesome

Hi,

I saw this video about the rigging - http://www.youtube.com/watch?feature…&v=myZcUvU8YWc

I wonder if and how you are importing the pose space deformers (reminded me of michael comet´s pose space deformer tools, which I once used in a project) and its blendshapes into your engine, or if they are for cinematics only?

@dryn: thanks for you explanations regarding the alpha planes!

cheers michael

UAU!! This work is really good, amazing details.

@Teyon - the weight maps work for both translation and rotation. If anything on the face, translation is more important to us than rotation. For a character like Joel, his whole face is joints, no morph targets. His beard posed problems with using morphs, so we just stuck with all joints, but on Ellie (and a couple other characters) we had a bunch of morphs. In terms of poly counts, I dont think that’s a secret, but Michael is the better person to answer that.

@Michael - We don’t really have true Pose Space Deformation in the way its being done in film (where you add all these shapes and it interpolates between them smoothly). We were essentially driving the blend-shapes via set driven keys. The engine supports blend-shapes, so they were getting exported to the engine. That talk I gave actually shows it off in better detail. We had some in-game (not all) and then all of them for cinematics. The blendshapes gave us really nice control, but you do need a solid toolset that allows you to iterate on your character meshes non-destructively.

Thanks!
Judd

Thanks! I figured weight maps on translations would be important, it’s something I’ve requested so hopefully my guys will put it in the next version. Having finished the game, I love it and the multiplayer is pretty fun when you have a team that works as a team. Just saw on You Tube that a few folks put up the story elements and that all told, you’ve got more than a full length movie in the game. You guys are AWESOME. lol. Keep up the great work and thanks again!

Incredible! Words fail me…:+1:!!!

Hi Mike, thanks for answer my questions, i can’t believe that you paint the poly hair at hand, I thought you had some “automatic process”, it’s very, very inspiring. The B&W directly from the ps3? Woooowww…
Thank you thank you very much, and have a good day, and so many projects to come.
Matiass

so much awesome in one single place. Just beautiful work.:sunglasses:

Why are the squares blocky like that? Then when rendered…it looks amazing? What are ALPHA PLANES anyways?

Mike, you are a monster! Great work man. You and the team nailed it.

I haven’t had the privilege to play the game yet. But this stuff is truly amazing. Being a student this is some inspirational work! Great job!:+1: