Wow nice highpoly stuff! Haha just kidding, but I still cant believe this is lowpoly! I think this is what defines next generation stuff. Man but seriously, you guys are nearing 100% photo realistic stuff here. That black guy's skin looked so damned real its not even funny.
Claire:
Concept: Timur Mutsaev, Mihai Titoiu
Highpoly: Manuel Virks
Lowpoly, Textures, Materials: Manuel Virks
@MM: Psycho, Rash and Claire are based on 3D scans(geometry and texture).
The scanned geometry was a good guidline for sculpting and the textures a great start for the real textures, still a lot of work
@MM: Psycho, Rash and Claire are based on 3D scans(geometry and texture).
The scanned geometry was a good guidline for sculpting and the textures a great start for the real textures, still a lot of work
is that why Psycho looks "wrong" compared to the first game? his bone structure in his head just seems a little different. i could be wrong though, it just seems like he's a bit "off" from the first game. aging alone wouldn't change him as much as he is.
also... slightly off topic from all the gorgeous artwork man, but how come he doesn't have a nano-suit? it was confirmed in the second game that the suits are symbiotic and would kill the wearer if removed for a prolonged period.
@gir:
Exactly, I tried to stay as close as possible to the new actor because of various reasons. I really like how psycho has tunred out, but he's not 100% the old psycho.
Psycho has no nanosuit and therefore is quite weak and not in a good shape.
Play Crysis 3 and find out
And possibly the AO baking..
I didn't bake AO, I baked generic GI (colored AO) on the highpoly, exploded the highpoly afterwards and then baked it to the low --> Perfect GI/AO without any baking errors.
Can you explain this process please?
Also, fantastic work, man!
Thanks! Got a top row at CGhub, nothing beats polycount help
@Daves: Back in the days.. HL1 modding was great. @Fomori: Thanks! So many artists just focus on sculpting, but in the end, bad textures can ruin the best sculpt.. @Sauron:
1. Uv your highpoly
2. Bake light on your highpoly in the rendering package you know best
3. Explode your high and lowpoly
4. Don't bake Ao in xnormal, but the baked lighting you load as textures on the highpoly models.(bake base textures)
Thanks! Got a top row at CGhub, nothing beats polycount help
@Daves: Back in the days.. HL1 modding was great. @Fomori: Thanks! So many artists just focus on sculpting, but in the end, bad textures can ruin the best sculpt.. @Sauron:
1. Uv your highpoly
2. Bake light on your highpoly in the rendering package you know best
3. Explode your high and lowpoly
4. Don't bake Ao in xnormal, but the baked lighting you load as textures on the highpoly models.(bake base textures)
What did you use to UV your highpoly? I don't use any specialized software, just whatever tools come with Max/Maya that's why I ask. When I imagine unwrapping a high-poly model my brain melts. I can't even imagine what the polycount on that would have been, so to go through and unwrap the whole thing.......bravo lol. Some really stunning pieces.
@rollin: We were pushing for scanning, not project management.. has a lot of advantages. Scanned facial poses are great references for animators. Also speeds up the process a little bit. Final sculpting, texturing and modeling still need the same skillset to look good.
@JONNYquid: Just uvmap the basemodels, not the final sculpt!
What did you use to UV your highpoly? I don't use any specialized software, just whatever tools come with Max/Maya that's why I ask. When I imagine unwrapping a high-poly model my brain melts. I can't even imagine what the polycount on that would have been, so to go through and unwrap the whole thing.......bravo lol. Some really stunning pieces.
you could even use the auto unwrap from zbrush for that tasks, in a lot of situations it mightb e good enough - not very well balanced or efficient placed but good enough to handle the information
Wow, these characters are amazing, I feel like I'm looking at Blur characters, but in real time. I love how this engine can be used for rendering high quality stills, who needs software rendering. But where are the high res images, these are too small for my inspiration folder. Also I have to ask this, is Psycho based on Steve Ballmer in this version of the game?
Wow, these characters are amazing, I feel like I'm looking at Blur characters, but in real time. I love how this engine can be used for rendering high quality stills, who needs software rendering. But where are the high res images, these are too small for my inspiration folder. Also I have to ask this, is Psycho based on Steve Ballmer in this version of the game?
Replies
GOOD WORK.
if so, did you just use mesh data or also used color data for the texture ?
Claire:
Concept: Timur Mutsaev, Mihai Titoiu
Highpoly: Manuel Virks
Lowpoly, Textures, Materials: Manuel Virks
@MM: Psycho, Rash and Claire are based on 3D scans(geometry and texture).
The scanned geometry was a good guidline for sculpting and the textures a great start for the real textures, still a lot of work
is that why Psycho looks "wrong" compared to the first game? his bone structure in his head just seems a little different. i could be wrong though, it just seems like he's a bit "off" from the first game. aging alone wouldn't change him as much as he is.
also... slightly off topic from all the gorgeous artwork man, but how come he doesn't have a nano-suit? it was confirmed in the second game that the suits are symbiotic and would kill the wearer if removed for a prolonged period.
i hate loopholes =[
@gir:
Exactly, I tried to stay as close as possible to the new actor because of various reasons. I really like how psycho has tunred out, but he's not 100% the old psycho.
Psycho has no nanosuit and therefore is quite weak and not in a good shape.
Play Crysis 3 and find out
I really like all the details you made on your characters, they look amazing!
Can you explain this process please?
Also, fantastic work, man!
@Daves: Back in the days.. HL1 modding was great.
@Fomori: Thanks! So many artists just focus on sculpting, but in the end, bad textures can ruin the best sculpt..
@Sauron:
1. Uv your highpoly
2. Bake light on your highpoly in the rendering package you know best
3. Explode your high and lowpoly
4. Don't bake Ao in xnormal, but the baked lighting you load as textures on the highpoly models.(bake base textures)
Hi Manuel
was expecting and somehow fearing this for some time now. The results are fantastic but scanning is still bit.. mjam..
Anyhow, love the work! Really like the nanosuite dude and the materials!
What did you use to UV your highpoly? I don't use any specialized software, just whatever tools come with Max/Maya that's why I ask. When I imagine unwrapping a high-poly model my brain melts. I can't even imagine what the polycount on that would have been, so to go through and unwrap the whole thing.......bravo lol. Some really stunning pieces.
Thanks, and grats with your cghub top row
@rollin: We were pushing for scanning, not project management.. has a lot of advantages. Scanned facial poses are great references for animators. Also speeds up the process a little bit. Final sculpting, texturing and modeling still need the same skillset to look good.
@JONNYquid: Just uvmap the basemodels, not the final sculpt!
you could even use the auto unwrap from zbrush for that tasks, in a lot of situations it mightb e good enough - not very well balanced or efficient placed but good enough to handle the information
good reason to play for me
now make them fluffy too O_O
http://www.imdb.com/name/nm0447986/?ref_=tt_cl_t2
I agree, it looks as good as pre-rendered models. The characters clothes are really well done
Awesome work!!
Sorry for the noob question...but can you explain #3 a little more?
How many polygons have the Nanosuit model and Psycho??