Hi Kodama,
Thanks for your comments. Here is a snapshot for the modifiers i used for the cavity&spec materials:
Behrooz<- Life, Liberty and the pursuit of Happiness.
Hi Kodama,
Thanks for your comments. Here is a snapshot for the modifiers i used for the cavity&spec materials:
Behrooz<- Life, Liberty and the pursuit of Happiness.
Hello. Great work this one, i really love it. But I have a small question. The Drake’s model in the final game consists of only mesh with the whole body or are those a few objects, for ex. Head, legs etc.? Cheers
Your rock wall tutorial is so amazingly helpful! Thank you for sharing that.
I talked with Teagan Morrison from ND this weekend at the EvolveCG conference, and he showed us a similar process for modeling/texturing a brick wall used in Uncharted 2. The workflow you guys have is so ingenious! My mind was blown by everything he showed us XD
Thanks again, this is infinitely helpful.
Great information here Behrooz thanks for the tutorials.
I was wondering how you get your more precise textures to tile such as the one in your you tube video pavedblocks “http://www.youtube.com/watch?v=uLTRTTOgTAM” . The video stops right before the tiling part.
Do you simply use the smudge/clone tools in 2.5D and be very meticulous with your brush strokes? (Do you use these types of brush’s much in your process)
So since I first commented on this thread I bought a PS3 and played through the game, and yeah, it’s amazing looking. Really a step above. Fantastic job!
Hi I grabbed this Changers 060104. zip after going through this excellent thread. The first CGeffects shader is missing, any chance you can re-upload. Cheers.
Im refareing to page 7 CG effects Zip that is. Changers 060104. Zip blendTex2.cgfx is missing from the zip.
Hi all, thanks for your wonderful comments… I was away on vacation for a couple of weeks…
by the way I was able to open the zip file on zbrush site …Its still works on my end… send me a private message with your email so Ican directly email it to you.
Behrooz<–past due
I’m wondering if this question had been answered already. I would like to know as well, but from my understanding, anistropic is not due to light but the settings of the specularity of the shader instead. I’m terrible with using the regular anistropic shader in maya, or it may not really be recommended for use in the first place. I’m wondering if anyone could point me out to the best way to create anistropic highlighting and specularity in hair for maya, without using hairfx of course.
By the way Behrooz, how do you install the .cgfx shader for maya?
Hi KonginChains,
for cgfx go to windows->setting/preferences-> plug-in manager and load option for cgfx…let me know if any problems
also for game hair tutorial check out
http://www.paultosca.com/varga_hair.html
and ask Duncan about maya hair tips and tricks
http://area.autodesk.com/blogs/duncan?tf=5&
also technical paper on hair
http://www.viz.tamu.edu/faculty/ergun/research/visualization/papers/tr06.pdf
Behrooz<- missing my applink
Bit of a bump, but!
Thanks for the fantastic collaboration with the tutorials and sharing of mats Behrooz! I hope you can find some time and do a few more in the future!
Cheers
Glad you find them useful, I also enjoyed touring your web site.
Been busy here with deadlines, hope to make free time in the next couple of weeks to post a new video.
Behrooz<-The Rational Optimist “Matt Ridley”
Hi Guys great work on an awesome gam. e Did you paint the face textures yourself or were they projected textures from reference photos if so did you generate the normal map from the colour map so they matched up.
Cheers
When using zbrush how did you approach modelling the walls did you create the normals map first than the colour, is it projected textures?
hi sorry i just saw this . the way i create my textures is very similar to the approach that Behrooz showed in his tutorial. basically just sculpt in zbrush first with no texture/color applied, then once done with that i start to apply the color to my sculpt. i also do some adjusting in photoshop afterwards to get desired result. some here do their color (diffuse) map entirely in zbrush tho so thats possible too
Just wanted to say, Great work, the game was/is fantastic, as was the first one…
Everyone at Santa Monica and Naughty Dawg… rules.
GOW3 and Uncharted 2 were phenominal (except for the last few levels of GOW3
Seriously… excellent work all around by everyone there. You really make the PS3 shine.
Hey guys i just wanna say that i think you guys did a wicked sick job on the whole game! It is one of my favorite games to date and best looking…you guys are an inspiration and one day i hope to be as wicked awesome as you! Cant wait to see what uncharted 3 looks like have a good one guys keep up the awesomeness!
Just registered to say that as a huge fan of the games it’s a pleasure to see the raw work of the game like this. I used to dabble in the CG realm when I was younger so I know what I’m looking at. Everything is superb of course
I am slightly annoyed that you didn’t show anything of Elena Fisher for the entire post though
Keep the fantastic work…hope you are having fun working on the third
Everything here are amazing!! thx to everybody for all the tips! have a nice 2011 year!!
Great. Amazing work. So many different details in your levels. It is interesting to know configuration of PC (or video card model only) on which work level designer… (If this is not a secret)
My Maya work very slow with similar stuff
P.S. Sorry for my bad english