ZBrushCentral

Warhammer Online : Cinematic Characters (spread over several pages)

speechless…:grimacing:

Well…I was expecting some closeups from my favorite Cg movie ,and here they are !
Congratulations for all of you guys! I imagine it was hell of a work to obtain such quality in viable production time.
I was actually in loved with this movie and it’s characters when i sow it.
I find the Dark Elf Sorceress extremely sexy and full of character , well done Sze ,i was curious who made her.
You’re an excellent team, keep it up and don’t stop amazing us!

I could swear you guys used the complete opposite workflow for the characters.

I do not work for gaming/movie industry (unfortunatly) but Id think that making all your ultra high polygon model first in zbrush (or mudbox w/e) would be best, because after having that done and approaved you already have the base to construct your ideal topology for animation after doing the retopology.

Also when creating a model in, let say, XSI the polygon size varies alot and in zbrush that affects how the “detail resolution” will come out. do you guys face this problem at all?

I guess the monster skills you guys have in traditional poly modeling make trivial some of zbrush most powerful aspects. :smiley:

edit:I just realized how old thi sthread is… Lol

I know this is a old thread, but I hope someone could still answer the questions i have…

I have been watching Master Zap’s FXPHD series and in class 10 he discusses a little on how Dante’s inferno was done, which I am assuming is very similar to the way this Warhammer video was also created.

The backgrounds are rendered separately to any moving objects (mainly characters) using one mental ray setup while the characters are rendered in another way using a different mental ray setup, so essentially you guys are doing 2 (or more depending on the amount of characters or moving objects?) renders.

how do you get the characters to interact with the backgrounds, like lets say you need the character to reflect in a window.

also, when using this method its hard to have rapid changing lights (like explosions and so on) that interact with the characters and the world how did you guys achieve this?

[Blur]Jed mentioned:

Quote:
<table border=“0” cellpadding=“4” cellspacing=“0” width=“100%”> <tbody><tr> <td style=“border: 1px inset;” class=“alt2”> Originally Posted by capu
@sun and sky system:
allright, hmmm, well, did you use a specific exposure control ?
and did you use the the sky only for the skylight ?

hmm, if I understand you right, you put the cloud painted images into the enviornment slot, but you used the sky only as skylight to illuminate the whole scene, right ?

</td> </tr> </tbody></table>
Pretty much, yea. Even though we rendered out a lot of elements separately. What we did was render out the environments with the sun and sky system, then rendered HDRI spherical images from the characters positions. The characters were then lit with these hdri images and rendered separately from the background.

any way you could explain how this is done? or atleast point to a tutorial, seems like a interesting manner of creating a HDRI and i would like to look into it.

Did you guys have any issues with noise and flickering? (as most people do when doing animations in Mental Ray)