Curious question about the brick wall in behind that first arch. Did you duplicate the bricks in Zbrush? Or did you just make 1 brick with 4 different sides and then copied them in max when you were ready to bake? Or some other completely awesome technique.
Outstanding per usual, KJ. Only thing that's a bit disappointing is that a lot of that hard work gets lost in translation to the flat geometry & normals in the game. Those hires assets are absolutely beautiful though.
The Snake was modelled straight in max, zbrushed, reimported, crunched and then path deformed into position, the idea being I could reuse it again later.
I modelled between 8 and 12 half bricks in a previous brickwall piece and then reused those in the arch piece. As they were all on the grid it was easy to reposition , rotated or flip them into different positions so the repeat and reuse wasn't obvious.
The arch took about 12 hours for the high, further 12 hours for about a dozen variant lowpoly versions. The Chiron statue took about 3 days (36hours) for the high, another day for variants.
re:Detail levels, yeah I pushed a little too much with the fine details on the arch in particular but I processed only half of it to a bsp 1024 texture so it worked out as hi res as I could get it. I think the problem was more to do with pushing twice as many claw bits than I should have and the inner line of them nearest to the metal arch in the center should have been dropped but I was under the gun with the schedule and didnt have time to mull it over before processing. Live and learn!
As far as workflow, I model everything pretty well defined im max to be sure its on the grid and will unwrap the way I want, then equally subdivide, take it into zbrush, doodle, export, polycrunch then process back in max. Nothing fancy really, just lots of planning on the front end. Thinking ahead is where I invest a lot more of my time than average.
I was always impressed with the good planning that went into the levels and props in gears 1, made the project i was on look like a joke at the time. Nice to see this good planning goes all the way down to the asset creation front.
Props to you and your team from a fellow pro :thumbup:
I bet you just sculpted one brick and then told your art director that it was going to take days to finish the highpolys, then just kicked back and had a little snooze
Just kidding, it's really nice stuff. If i had a quid for every time I saw someone from Epic using Max's Spacing Tool...
Thanks again for all the comments, no answers tonight as I'm tired and dont want to stare at the pc, just images tonight but I will post proper answers to everyones questions ( including PM's)
holy shit... very awesome work.... Do you think you could do a little quick tutorial on your workflow by chance? I'm an avid Max user and like to do most highpoly work in there, but I'm just wondering how you go about setting everything up before going to Zbrush?
so you do go the subdivision modelling route at the beginning in max and end up taking your stuff into zbrush anyways (with the mesh quad-ed up)?
yowza, that sounds like a lot of dedication and hard work! but very well worth it at the end! incredible stuff kevin! very inspiring stuff and thanks for sharing your tips and tricks every chance you get.
pure awesomeness kevin!,love the hospital piece pillar. The only thing i keep wondering is how do really manage to get all the detail preserved from zbrush back to max?. I have seen the polycruncher work flow,but still you would have a lot of polys to import back to max. Have you ever suffred from crashes?,even though you guys use the best machines:). And how far do you use the zmapper utility?
Thanks
Vj
Replies
edit: whats your workflow to make something like that if you dont mind sharing? i wish you could make a tutorial!
Curious question about the brick wall in behind that first arch. Did you duplicate the bricks in Zbrush? Or did you just make 1 brick with 4 different sides and then copied them in max when you were ready to bake? Or some other completely awesome technique.
I was also wondering about the snake.
The Snake was modelled straight in max, zbrushed, reimported, crunched and then path deformed into position, the idea being I could reuse it again later.
I modelled between 8 and 12 half bricks in a previous brickwall piece and then reused those in the arch piece. As they were all on the grid it was easy to reposition , rotated or flip them into different positions so the repeat and reuse wasn't obvious.
The arch took about 12 hours for the high, further 12 hours for about a dozen variant lowpoly versions. The Chiron statue took about 3 days (36hours) for the high, another day for variants.
re:Detail levels, yeah I pushed a little too much with the fine details on the arch in particular but I processed only half of it to a bsp 1024 texture so it worked out as hi res as I could get it. I think the problem was more to do with pushing twice as many claw bits than I should have and the inner line of them nearest to the metal arch in the center should have been dropped but I was under the gun with the schedule and didnt have time to mull it over before processing. Live and learn!
As far as workflow, I model everything pretty well defined im max to be sure its on the grid and will unwrap the way I want, then equally subdivide, take it into zbrush, doodle, export, polycrunch then process back in max. Nothing fancy really, just lots of planning on the front end. Thinking ahead is where I invest a lot more of my time than average.
Props to you and your team from a fellow pro :thumbup:
When do you think you're going to get your website up?
Also, you mentioned "variants" in a previous post... could you give explain what exactly you mean by that?
Thanks.
nicely done man!
I got one question, how much creative freedom do you have when working your projects ?
Hope to see more soon.
Cheers, Nick.
Just kidding, it's really nice stuff. If i had a quid for every time I saw someone from Epic using Max's Spacing Tool...
thanks
yowza, that sounds like a lot of dedication and hard work! but very well worth it at the end! incredible stuff kevin! very inspiring stuff and thanks for sharing your tips and tricks every chance you get.
Thanks
Vj