Since Ubisoft has just released some screenshots of the game SplinterCell: Conviction I can finally show some of the previous work done during the last year as a character artist.
The images are screenshots from Max8 (no rendering, just pure snapshot from the viewport) of in-game characters made using Max, Photoshop and Zbrush 2. I worked on the main character but have decided not to submit anything yet.
These are still work in progress and are subject to change.
The image below shows you a model without diffuse and specular; only normal map.
The image below is screenshot taken from ZBrush 3 (I just had it installed a few days ago) and shows the high-res model.
Replies
looks really nice mang.
Great first post! Haha
I think its my internet chache.
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The images are screenshots from Max8 (no rendering, just pure snapshot from the viewport) of in-game characters made using Max ....
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That's what I love it !
Realy realy Hot Stuff.
Good Luck in Your work.
HNPHAN - I see Your character in a bleu jacket there ( in a back).
SPLENDID.
I'm actually continu to learn on my diffuse, but with this screens I'll maybe try something with normalmap..
Good work, thanks for screens.
-caseyjones
We are given a budget of 10k max per character, We've found that 10k with good stripping is better then 7k with triangulated faces during rendering time (Xbox360 is amazing with polygons), additionally we are using a lego system for the crowd so thats why you might see some part swap from other character from other artists.
As for the textures, the pictures I showed are 512x512 for head, 1024x1024 for torso, 512x512 for leg, 512x512 for hands and I think 256x256 for feet but once in the engine, we reduce them to at least 50% and I think in the demo that was shown publicly is actually at 25%.
I would've loved to send more info (wireframe and 360s) but I'm not allowed lol.
oh and we have 10 days to make each character that you've seen
Lovely work btw.
You guys are MONSTERS
very nice work, i like the subtlety of all the pieces.
looks like sam fisher has indeed been inspired by solid snake in this latest iteration...
the clothes are really nice
Dentysta: yes I just use the standard Max DX9 shader and Ben Cloward's skin shader for the faces. Some other guys on my team like to use Max's scanline renderer but I find that to be cheating lol
anyways, hopefully I'll be able to post more stuff as time goes by; the new Sam Fisher also
we reduce them to at least 50% and I think in the demo that was shown publicly is actually at 25%.
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wait, by this do you mean that the texture sizes will be higher in the actual game or the shots so far have been using higher than it will be? the way you stated the %'s got confusing
So the screenshots have small textures, the renders have big textures, and hopefully the final product ends up somewhere in-between.
nice job none the less. clothing is top notch
workflow? well we just look at pictures from 3d.sk and search around on google... its really all about observation and applying what you see. I know some of my collegues are trying to find all sorts of way to do wrinkles, but I personnaly go with the raw approach (pure sculpting), no projection master, no tricks, just pure pushing vertices lol
ahahAHAAHAHAAH
Oki.
ben
http://www.benregimbal.com