I'm finally getting around to posting some art I made for Spiderman Unlimited, for Gameloft NYC.
I hope you like what I've got, let me know what you guys think. More to come soon.
Hey, very cool work here! Mind explaining what I'm looking at tho? lol. I'm assuming you made a highpoly, baked down normals to a lp, added diffuse and spec with this cell shader?
Damn, nice. Very neat style and I mirror dustin's inquiry on the shading styles.
I find that a lot of what makes the high res stuff so special gets a bit lost on the in-game artwork. A lot of the details brought out in the highpoly work gets lost once the texture and/or render style is brought in. Maybe it comes through when lighting is hitting it in motion, though. I should play the game.
So to answer your qusetions, my role for the creation of these characters includes the zbrush sculpt, creating game topo, baking AO, Normals, Polypaint, to create the textures, skinning the model to a preexisting rig set up by our animatior Mike Woosang Kim, and creating the ramp textures for the shader (written by our TD Mike Aviles)
The characters are anywhere between 3-3.5k Tris, and the final texture sizes are 1024 for diffuse and 512 for the normal, but I work on 2048 textures to start.
As far as the shader (I will have to ask how much I can say about the code, even these images had to go through an approval process) it is basically a ramp shader that uses a small ramp texture and reacts with the light direction and normals to fake the lighting.
The ramp texture itself is a set of small horizontal ramps assigned to different channels of the texture. Red channel for example would shade the skin, and the blue channel the body. So the gradient in the red channel would be softer and lighter and the body sharper and darker and include different values like white to grey to black.
It's a bit convoluted to explain but a very clever thing and allows us to achieve many different toon shading effects.
Please let me know if I can clarify this better for you guys.
Replies
Curious about the process here.
I find that a lot of what makes the high res stuff so special gets a bit lost on the in-game artwork. A lot of the details brought out in the highpoly work gets lost once the texture and/or render style is brought in. Maybe it comes through when lighting is hitting it in motion, though. I should play the game.
So to answer your qusetions, my role for the creation of these characters includes the zbrush sculpt, creating game topo, baking AO, Normals, Polypaint, to create the textures, skinning the model to a preexisting rig set up by our animatior Mike Woosang Kim, and creating the ramp textures for the shader (written by our TD Mike Aviles)
The characters are anywhere between 3-3.5k Tris, and the final texture sizes are 1024 for diffuse and 512 for the normal, but I work on 2048 textures to start.
As far as the shader (I will have to ask how much I can say about the code, even these images had to go through an approval process) it is basically a ramp shader that uses a small ramp texture and reacts with the light direction and normals to fake the lighting.
The ramp texture itself is a set of small horizontal ramps assigned to different channels of the texture. Red channel for example would shade the skin, and the blue channel the body. So the gradient in the red channel would be softer and lighter and the body sharper and darker and include different values like white to grey to black.
It's a bit convoluted to explain but a very clever thing and allows us to achieve many different toon shading effects.
Please let me know if I can clarify this better for you guys.
Thank you