ZBrushCentral

Uncharted 2: Among Thieves art work

Its pleasure to see your works here guys, incredible work, very talanted team. I wish u luck in your next project!

Awesome stuff! Love the museum model!
Lemo

Sweet guys… Hey Mike, those renders are looking very good. Congrats on the release!:sunglasses:

A likeable Company and two Games i ever dreamed of Naughty Dog go on !!!
I never was such an bootliker :smiley:

In my opinion you kick infinity wars ass Modern Warfare 2 wasnt even as good as Uncharted 1 and the second one they can dream off riching that one.

Top and best game ever !!!

Great work! The environments look awesome! Thanks for posting! So whats next? Uncharted 3?

  1. How many artist are on the environment team? (I’m still having a hard time understanding how 7 people got all those characters done!)

uncharted2 background environment team is ~20 full time artists also we outsource extra work as nextgen games are becoming more intense.

http://www.naughtydog.com/site/careers/environment_artist/

If you get hired tell them I sent you, so I get the bonus :wink:
hope this help.

Impressive works, I’m especially interested in how the pipe is on creating those environment texture maps using zb, can you guys give us a quick break down?

Thanks

Awesome work…Nice details, nice renders… :smiley:

My lazy reply is
go to http://www.pixologic.com/zclassroom/homeroom/
look for tutorials by Sebastian Legrain.

try to give more info after Avatar :wink:

You guys have done a great job…

Hey guys,

thanks again for all the compliments! It makes us al happy to hear that you enjoyed the game as much as the art…

what up Ricardo! When are you going to post your new stuff?

J Lizzle:
the hairs were placed manually and pain stakingly… there were no scripts to help with that… we had to make sure the sorting was the best it possibly could be… that meant doing everything by hand…

we all tweaked our own shaders on our work… but we have dedicated graphics programmers who write the shaders… not sure if that is what you meant…

our character team was actually smaller… at the height of production it was at 5 with 2 TD’s… that is how you got to 7… we had outsourcing help for some things but ended up redo-ing most of the work we got back…

Jester:
we had the same topology for all the main characters from around the neck, up and around the ears, and to the forehead… for characters like Chloe, we had to show more of her neck… and for Laz, his bald head… and so on…so technically if you selected the head meshes they are not all the same point order… but they are the same topology in a givin region… if that makes sense… this allowed us to transfer our weighting between characters since the main areas were the same…

the enemies also had the same basic deal but different topology than the main characters…

Sebalo:
we used alpha blending. however, in our shader, we have a slider that will slowly “take away” alpha blending… it will bring the alpha to more of a cutthrough… so for instance, you could use that to fix some of the sorting issues on a whole… someone like Drake, who had many more hairs scattered throughout, had a much higher tollerance than say Chloe, who’s hair were really mainly soft at the tips making much less overlap with other hairs… does that make sense?

second question, yes, for Drake, its the same model when you are in cinematics, in game cinematics, and just running around… he is around 37k not including weapons… we did this so there is no noticable difference between the in game cutscenes and you just running around… Also so there is no noticable difference between the cinematic version and in game… Personally I think we could have givin him a LOD in game and you wouldn’t have noticed too much… but in the end our engine was able to handle it and we just said screw it :slight_smile: …I think everyone really wanted to make sure he held up throughout the entire game…

the automatic PM system was not a runtime thing… we have that ability and want to use it for the next game… however we didn’t have everything up and running when we decided to use it… I couldn’t really say if the background guys used it… I’m not sure if they did… maybe someone can answer on this… I’m not in the office now so I can’t just walk over and ask :slight_smile:

so the PM solution is a maya plugin that we have that will auto generate the models based on specific criteria… One being keeping uv borders… so once we generate the LOD’s, we “hard code them” per say to pop in at certain distances… they dont do any blending… but hopefully nobody noticed and they did a good job! our textures are fully dilated to the edges so you rarely get seams… the lowest LOD’s, if you zoom in, have many seams… but you never get that close… we made sure that you wouldn’t really notice a difference for anything relatively close…

Like I said, in the future this should all be handled on the spu’s in engine… but for now, we manually have to click generate… still much easier than hand reduction!

anyway, thanks again, if I missed anything just let me know!
-Rich

Wow! I’m a super big fan of your guys work, it’s extrodinary! Could you guys possibly post some wires of the environments? I’m curious to see mesh density of the objects.

I just had to register to say your work is absolutely amazing. It really motivates me to step up from low poly to high poly.
I two questions though.
First how long were you both using Zbrush and where did you learn it?
And lastly, can anyone provide me a tutorial on how to texture in ZBrush, I thought it was just sculpting in the program.

I have very little experience with ZBrush so any help with this would be very greatly appreciated.

Back to the artist’s work:
How long(roughly) did each model take you? They are so incredible, and all planar (from the views I see in wireframe). I’m looking forward to seeing more of your posts and artwork(I already looked at all of your websites, amazing work all of you, it really inspires me to kick it up).

Amazing work guys for the millionth time, I have to say that this game was the reason I converted over to the PS3. Can’t wait to see whats going to be the next project from Naughty Dog.

…architectures & personnages! :+1:

nice, i always wanted to play Uncharted 2.

Wow . i am probably the only one who hasnt played the game yet … but seeing the artwork surely going to pick a copy soon ! cheers :slight_smile:

cool stuff !!:+1:

wow! got back after watching Avatar in Imax/3D format…its 2 hour 40 minutes of fantastic images!!!

Here are a couple of great online tutorials to get you started…will post more of my method later

http://www.zbrushcentral.com/showthread.php?t=034651
http://www.zbrushcentral.com/showthread.php?t=034843

You guys at Naughty Dog are masters of your craft.
Ive never played such a well designed and polished game before, in any platform. From concept to design, story, voice & motion acting, you name it.

The Naughty Dog team is what other game developers should aspire to be.

The game of the year award is well deserved, congratulations.