Thanks for replying! That’s awesome, would you mind sharing the workflow for photo alphas transfer to the model?
I would love to know more about your blendshape to realtime workflow as well as your solid toolset - any chance to get more information about this topic?
thanks a lot,
m
Pure awesomness man!! i’m buyin’ the game!!
For those of you looking for an "Art of " book I found this. Awesome game by the way .
Wow… I mean really really WoW
Just a quick question,
in the amazing rigging video you mention that the characters in their bind pose are rigged with their eye lids half closed and mouth slightly open, when in the process is this implemented if you don’t mind me asking? Do you edit the high poly before retop or do you retop and then rig it to position? Those rigs look amazing though, learnt loads from the video, love how everything is setup like the eyes and limbs so the animators don’t need to mess about with eye lids and cloth adjustments.
We make these adjustments when we’re finishing the highres sculpt. Normally, in a separate layer in ZBrush.
You’ve just become my new role model o.o
I can’t thank you enough for posting all this and answering those questions. For those of us doing the impossible to learn but without access to proper education stuff like this is invaluable
I guess there’s no need to tell you how amazing everything looks and how much I like this game (haven’t finished it yet, mostly because I spend way too much time just staring at stuff and trying to figure out how you’ve made them)
If you don’t mind a couple of questions (and probably quite stupid ones but nobody has been able to clarify them):
-Why are the skin pores so deep? Does it have to do with normal mapping and keeping the detail?
-Are tris actually that evil? I mean, all my life people told me that despite a quad being two tris one had to keep the mesh as quadrified as possible. I understand that for a mesh that’s supposed to be sculpted, but after you do the retopo I notice quite a lot of tris and coming from someone like you that makes me assume some tris are actually ok?
-Taking for example Joel’s backpack, I suppose that the high poly model is composed of many subtools (for example the straps and buckles). Is the final lowpoly backpack made of that many meshes or during the retopo some of it get’s merged together? If so, wouldn’t that create problems when trying to bake normal maps?
Thanks again for all this =)
Like a boss
I wish my skills were up to that level in 3D… truly inspiring work.
Whenever I see this type of work I feel really inspired!!!
Incredible work!
Apparently Ellen Page wants her ID back.
good job***65281; I looove it***65281;***65281;***65281;***65281;
I was lucky enough to get a free copy of the game from work, about three hours in so far and enjoying it. It is a beautiful game to look at. I wish I had as many polys to play with as you do! It must be lovely to have such freedom on a project. Amazing sculpts, I’ve enjoyed looking at all of them in their untextured state. Congrats!
Nice to meet you ZbrushCentral,
It’s first time to post here, I’ve been watching and learning a lot about sculpting in Zbrush from this site though. Here are some images which I worked for ‘The Last of Us’ in Naughtydog. It was not only a great project but also a good opportunity that I could work with very talented artists- like Michael Knowland who already posted Joel and Ellie here is one of the most talented artist that I’ve ever seen.
Screenshots from the game that I post here are the result made by many artists like lighting artists, TD, Animator and director’s direction. Hope you enjoy!
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the Last one!
basemesh for head and hair by Michael Knowland
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Awesome work! As always…