ZBrushCentral

Uncharted 2 Character Artwork

It is the best work in seeing in the current.

Clothing is superb…
Love the detailing…

I knew it! Congrats, man!

Well, terrific work, as had been said! One of those threads that I’ll be using as reference and study in the future. I echo the request for insight to your cloth and detailing techniques.

I also find myself wondering why the women have missing/broken heads? The men do not follow the same style choice, so it sticks out to me as some kind of statement.

Of course, it could also be that another artist was responsible for the faces and/or they were 3d scans… but that’s no where near meta enough! :slight_smile:

so this is how it can look like… lovely

Beautiful work. I can almost guarantee that I have full characters that don’t have the polycount that are in one of those gun straps! So intricate. Awesome work. Love the game too!

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mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:“Calibri”,“sans-serif”; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:“Times New Roman”; mso-bidi-theme-font:minor-bidi;} </style> <![endif]–> Wow, guys! Thx for all the nice comments. Hearing all that is truely encouraging! :lol:
So let’s get to your questions I got asked here and via mail:

<b>Stitches: </b>I took some time and created a multitude of tileable alphas of stitches and seams. They are basically resembling little displacement maps. Then I used the Stitch3(z3.1 )/Stich1(z4.0) brush and lazy-mouse to “walk” them over the models surface. <b>Cloth Structure Details: </b>I initially displaced the structure in Zbrush to get all the details into the sculpt. But even when decimated those meshes were ways to much for Maya. So I was forced to use bumpmaps for the renders. But to be honest, the difference between displacing the geo in Zbrush and adding those details later in the normalmap is negligible. Once it’s ingame, you won’t be able to make out the difference. The cloth structure was initially created and layed out in Photoshop and imported to Zbrush as a displacement map. <b>Pose:</b> I exported the lowest SubDiv of each part to Maya and used the wrap deformer to bind them to our ingame models. Then I posed the models using the ingame-models rig and eventually exported the now posed meshes back to Zbrush. Afterwards I did some small touchups here and there in cases of rigging errors. <b>Elenas fur-collar:</b> In the game we use a special fur-shader to get this effect, so I had to mock up a highres model with the same vibe. I painted a very fine noise mask and then used the inflate deformation tool on that. That easy. <b>Misc:</b> I’m somewhat minimalistic when it comes to tools. Standard, Smooth and Flatten is all I need for 99% of my work. Lazy-mouse is a blessing though. The Polycount of Lazarevic is somewhere over 120 mil. As Zbrush can’t handle files that are larger than ̴2028 megs I eventually had to split him up into multiple files. All in all its pretty simple stuff. I’m usually just tenacious when it’s about paying attention to the details. The drive is to never create an assets that is lesser then the ones done before. As long as the conditions allow it, obviously. @gingerrichd: Our character are sharing one skeleton which has been defined a couple years ago. Changing bone structures, such as the size of the hands is admirable but sadly not possible anymore. So we just have to roll with the punches and make the best of it ;] @Dryn/Knowland: Back to work, <b>Posh Spice</b>! :P @Ricardo: Thx man :) Hope I gonna see you around at the GDC! And the chime in with Darcy: "get your website up already!!!" @Rudy: Dude, I finally saw KZ3 at work yesterday. On a 64” 3d Screen… two words: HOLY ****! Cheers -Hanno

Wow! Incredible work! I love the details, expressions, gestures. I love your workflow. Naughty Dog FTW! :sunglasses: :+1:

Excellent work,female sculpts are very dynamic.

I can only hope to get on your level! fantastic.

Incredible. How long does it take you to model one of those?

ZORAN IS AMAZING! sadly the hands are a bit too smal but you mentioned its because of the rig…neverless perfect job! :+1:

what i would like to know - how long did it take you to model zoran and please would you be so kind and post some zbrush screens maybe some nice closeups or wips :slight_smile:

would be great - thanks hanno

Man! Its just stunning!!! I cant tell anymore… Incrideble!
and thanks for the answers!

Great work Hanno
I saw these sculpts in the “Art of…” book and they have always stuck with me as an amazing use of detail and subtlety

Very inspirationnal works, really congratz for the work done :slight_smile:

You make me want to stop working on my appartment to zbrush again,… but I can’t… yet… need to finish that damn appartment first :wink: !!

Well done, luv it !! :+1:

Congratz - Supa cool stuff - likin the snow flakes :D:+1:

As good as it gets. Amazing stuff!!

Will

omg…das sieht einfach nur Klasse aus,
großartiger Job den du da gemacht hast!
Uncharted2 war eines meiner Lieblings Spiele im letzten Jahr,
selten etwas feineres gesehen :slight_smile:
Die Tatsache das es jemand aus dem grauen Deutschland raus geschafft hat um bei so einer Tripple A Produktion mit zuarbeiten ist sehr motivierend
ich werde fleissig weiter üben:D

Can’t find my jaw! WOW!

What is the time frame for characters like this, or is it a constant WIP until the end?

Hanno or anyone, could you explain a bit more in detail how the cloth detail was achieved? I’m assuming this was how the cloth texture detail was made. I know you can export a displ map out of zBrush, but never heard of importing one into zB…

Also, amazing work, the type that inspires me to try harder, really really amazing!!!