Hey Guedin great tutorial, thanks man! The only other question I had was when bringing a model into Cryengine previously down rezzed from ZBrush, is the perspective view of the model distorted at all? By default the field of view in ZBrush is set to 50, and I usually bring it down to 20-30 while working, I wondered if you found a major difference in the perspective views of ZB and CryED. Thanks!
Hey Torch, thanks for the kind words !
To be honest, I found a difference in perspective with ZBrush and all other programs. The zbrush camera is really bad I hope pixologic will fix that one day cause one of the most annoying thing I experience in ZBrush.
With that being said, you can easily change the field of view in CryEngine. If you want to try it now, you need to go to the tools menu -> preferences. Go to the Viewports -> General settings, and you should be able to change the Perspective View FOV
That's a good thing you mentionned it, I show that in the next part of the tutorial. I'm hopping to be able to work on it this week end but it's also the last week for the mixamo contest which I took part
Awww man I know, at first i tried to do the hair with the fur feature in houdini, but I had some much trouble with that that I changed for solid hair. I should have tried to rig the hair with a jiggle bone but, well, ran out of time
But I'm glad you liked it anyway. This challenge was really ... well ... challenging for me
I finally finished the sculpt of the head. I'm planning to make it realtime, with cryengine again. I'm still thinking what I will do with the scalp : Alpha cards hair or SG1 cap ?
I know you said there's still a lot to do - I think the most noticeable issue is that there's a lack of color variation in the skin, but I guess you were going to address that anyway
looks great so far dude maybe look at the skull shape as it looks pretty high at the moment and ear placement, they look a bit far back if you imagine a hairline,
Torch : I think it's a lighting issue, I tried to put some color variation in the diffuse, but I don't want to go to crazy with that. Maybe I need to tweak more to find a good balance. You can see the current diffuse there :
@Crazyfool : Thanks for the input ! You are right for the ears, I'll fix that. About the skull, he has a pretty big forehead in my opinion. Maybe I went to crazy with that :
@e-freak : Thanks man ! I must admit the camera angle is not the best one, I'll try to do some better shot for the next time
Yeah I agree with both Scythe and DWalker on their crits. As for me I think you could bring the hair line on the side forward a tad. Also his ears are missing some additional detail (take a peek at the image below.)
can you show the hair shader specifics from cryengine ?
also if you can show how your alpha map looks that would be great.
i am playing with cry hair shader myself and so far your results look better than what i have been able to get. one common problem seems to be that hair doesnt catch light/shadow properly.
as for the likeness, you are almost there.
few note:
*chin could be slightly bigger
*jaw slightly wider
*ear slightly smaller
*whole face area could be smaller inside the head
To be honest, I've experienced the same issues you described. I think it's more about luck it's working in this particular set up, but I don't think I could use this shader in a whole game
About the hair shader, you can see my shader set up here :
try to keep your hair all vertical flowing and enable soft alpha test alpha test is better with picking up shadows/lighting and transparency sorting and looks smooth when you enable the soft alpha test.
the problem it introduces is a directional blur (hence the all elements vertical) but you can also create a flowmap (normalmap) to direct the directional blur and make it look even better.
also it helps if you paint in the hair into the head diffuse below (at least a base level) to tie the hair and the skin texture together
Replies
To be honest, I found a difference in perspective with ZBrush and all other programs. The zbrush camera is really bad I hope pixologic will fix that one day cause one of the most annoying thing I experience in ZBrush.
With that being said, you can easily change the field of view in CryEngine. If you want to try it now, you need to go to the tools menu -> preferences. Go to the Viewports -> General settings, and you should be able to change the Perspective View FOV
That's a good thing you mentionned it, I show that in the next part of the tutorial. I'm hopping to be able to work on it this week end but it's also the last week for the mixamo contest which I took part
Next step : the part 2 of the CryEngine tutorial
[ame="http://www.youtube.com/watch?v=GxvkP6O0bZA"]Houdini - Mixamo Costume Design Challenge 2013 - YouTube[/ame]
it'd be nice if the hair a bit of the movement the clothes do, but damn man
But I'm glad you liked it anyway. This challenge was really ... well ... challenging for me
You can download the project files here : http://nicolasgarilhe.com/media/ftp/CryEngine%203%20-%20Presentation%20Tutorial.zip
I must be the talkative kind of guy because it seems it gonna need a part 3
[ame="http://www.youtube.com/watch?v=GY95JsfbL2Q"]CryEngine 3 - How to make a nice presentation of your model [PART 2] - YouTube[/ame]
^_^
Thx for sharing Mr.Guedin!!!!
i been playing around with freeSDK for a while and these videos have been useful.
couple things regarding the package you uploaded, i get this error:
and lot of your textures point to a missing folder.
Oops ... I went to quick with the upload.
Thanks for the heads up MM, I'll fix that tonight when I'll be back home
The archive for the project file should be fixed now
many thanks!
I'm so happy ! I won the first place AND the community choice That couldn't be more awesome YATTA !
might want to contact mixamo as I think your link on that page is broken, all of the other contestants seem to work fine except yours unfortunately
It's sill wip and need a lot of works on some areas
I finally finished the sculpt of the head. I'm planning to make it realtime, with cryengine again. I'm still thinking what I will do with the scalp : Alpha cards hair or SG1 cap ?
Are you going to put a uniform on him as well?
I'll probably just do a bust of him, with the top of t-shirt maybe. But maybe one day it'll end with a full body
also that's a pretty kickin sculpt:)
Here's a render in the CryEngine. Still a lot to do just for the face : eyebrows, spec map and shadow overlay for the eyes
I hope you do a McMullet version great stuff man
the specular and normal detail looks great already!
Torch : I think it's a lighting issue, I tried to put some color variation in the diffuse, but I don't want to go to crazy with that. Maybe I need to tweak more to find a good balance. You can see the current diffuse there :
@Crazyfool : Thanks for the input ! You are right for the ears, I'll fix that. About the skull, he has a pretty big forehead in my opinion. Maybe I went to crazy with that :
@e-freak : Thanks man ! I must admit the camera angle is not the best one, I'll try to do some better shot for the next time
Other than that mate this is coming along great.
also if you can show how your alpha map looks that would be great.
i am playing with cry hair shader myself and so far your results look better than what i have been able to get. one common problem seems to be that hair doesnt catch light/shadow properly.
as for the likeness, you are almost there.
few note:
*chin could be slightly bigger
*jaw slightly wider
*ear slightly smaller
*whole face area could be smaller inside the head
To be honest, I've experienced the same issues you described. I think it's more about luck it's working in this particular set up, but I don't think I could use this shader in a whole game
About the hair shader, you can see my shader set up here :
And the texture for the hair patches :
the problem it introduces is a directional blur (hence the all elements vertical) but you can also create a flowmap (normalmap) to direct the directional blur and make it look even better.
also it helps if you paint in the hair into the head diffuse below (at least a base level) to tie the hair and the skin texture together
It'll be interesting to see how the hair turns out! This is such a common problem with so many games.
So here's the vest. Marvelous Designer + ZBrush
... right?
pls
^^
Awesome work guedin as usual, inspiration to us all