Insomniac Games - 3D Modeling Spider-Man, Clothing Pipelines & More ! - ZBrush Summit 2018
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- čas přidán 6. 10. 2018
- Insomniac Games - How ZBrush Helped Build Spider-Man Featuring Dustin Brown, Gavin Goulden, Jayson Fitch, & Leroy Chen - #ZBrushSummit #ZBrushLIVE #ZBrush2018 #Pixologic #ZBrush
Members of the Character Art team on "Marvel's Spider-Man" will be discussing the use of ZBrush for look dev, proving out concepts to assist with art direction, hard surface and clothing pipelines, and the creation of your friendly neighborhood Spider-Man.
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I love break downs like this, they're really informative and give you a better idea on what needs to be done to make a successful character design/game
game development is so hard,! these guys are magicians
Making my own Spider-Man model rn and this video couldn't be more helpful. Character modeling is damn hard lmao
omg i was waiting
Wow that's a Beautiful Presentation 👍👍 I love it ❤❤ I wish there was animation preasentation with them 😊
32:36 for character models
Oooh my! Where do I have to start my career.
That’s a lot more than what I have expected it to be!
I just want to know who is the person that said make the logo white because I love it’s so much
Just thought of a cool feature that could be a nice add on in the future. We're all familiar with going to the lowest sub-division level for smoother and bigger moves, but it'd be nice if there was a low poly move brush that you could use in any sub-d level. It would only be moving the lowest points at all times.
@41:50 when did he merged the edges of the different meshes? (like collar)
does he even merge them?
if not, this edges will break apart while using the "smoot-brush" no?
Cool
Very cool! Being a Game Dev student I'm very familiar with alot of these concepts! I'd love to see a video like this based on environments if anyone knows any good links?
yeaaa
Hello! Thank you for great presentation! mb someone know how to turn on function when model drop polycount when you rotate on viewport? You can see this on 42:28.
This may boost my viewport fps :D
it happens when you are using the divide option instead of dynamesh.
When creating a video-game character such as Spider-Man and going through the process of modelling, uv mapping, rigging, and skinning, do they start off by creating the model in Maya and then transitioning it to Z-Brush or do they create the entire character right from Z-Brush?
I really want to know the process for video-game characters since I'm aiming to become a 3D modeler.
Most just start off in zbrush and do 70-80% of the work in zbrush now.
Yeah, it seems that way. I remember years back hearing how it was mostly started off in Maya to create low poly mesh and then transitioned into ZBrush. I guess now they just do ZBrush and then do retopology in order to create that low poly mesh?
Don't know about this particular model, but artists tend to do things the way they find easiest to get the best looking result as fast as possible, which means that some people will go the box modeling route, while others will go with sculpting, depends on their background, skill and experience, there is no standard or absolute power that would prevent you from picking your tool and process, 99% of the time. A lot of podcasts I listened to touch that topic, and usually the thing that seems to be done most often is using a base mesh they already created at some point earlier, and going from there. In AAA I guess it's more common to go from scratch since they have the budget(and since great sculptors work as lead artists on these projects, I'd dare to say that they go the sculpting route instead of box modeling, which is pretty outdated for character art, even more in the realistic style), but still I see no point in going from start unless it's practice, the pros on the level of these guys, I am pretty sure they allow themselves to use a previously created mesh since there is no need for them to practice anatomical intricacies. Anyway, you put in the hours and your experience will tell you for each particular thing which route is the best.
It depends on what the person's more comfortable with but I think a lot of artists create a highpoly sculpt in Zbrush then retopologize in maya or with topogun.
Yeah, that makes sense. Would you happen to know of any quality tutorials that are geared for creating video-game characters? I've seen a lot of standard sculpting, but I'm looking for one that really encompasses the entire process from sculpting, to UV mapping, to skinning, retopology, and rigging.
How did you add thickness for the shirt though?
maybe via zmodeler (qmesh, extrude) or via panel-loops
Wow
Super interested to know how the whole process for the main character could take 2 years! Can anyone shed some insight?
Sculpting it itself takes a long time to get the character to look good especially with current gen having a high standard of graphics. Then, adding the details like the lines, eyes, the spider on his chest and back and then the different surface types for the red and blue. Then, UV unwrapping also takes a long time, then once you do that you can texture it which also takes a long time. Then also rigging it with a skeleton so you can animate it, then actually animating it. And they had multiple versions until they got it just right. What's even more incredible is to think that these guys are professionals and had a team fully committed to it and it still took 2 years. It's super tedious and complicated. But hey it was worth it. It looks really good!
Year old comment but, constantly updating things while they still have time
136k triangles on the IN-GAME model? Is there a cap to how many tris the industry usually uses for main characters? Is topology not seen as important anymore? How does this game run so well? Last I had heard it was like 50k Tris I believe Uncharted, correct me if I am wrong...)
I believe AAA game main characters tend to be around 100k tris these days. I could not find confirmation but I believe Kratos from the last God of War is around that number (still no confirmation tho...).
Overwatch (2016) characters ranged from 25k to 40k, weapons NOT included (weapons seems to be around 10k to 15k), but that's a competitive FPS for PC with lots of character on the screen.
Gotcha! The enemies in God of War look high-poly too! Any idea how they run a game so big without more loss in quality? Ty for the response! Shook at how Spider-Man runs so well with such a beautiful looking game.
Note that they also are using 5 LOD (Level of Detail) levels. Only a certain range from the camera will see the super detailed 130k mesh. Further away from the camera, it will drop down significantly in polygon count for each LOD level. It's mostly for up close selfie shots and cinematics that they need that level of detail. It's still a lot, but mostly in gameplay it's probably dropping by half, or more.
Damn, I did forget they said 5 LODs, which makes sense with an Open-world this big. I wonder if the next LOD level would happen a short distance away allowing those multi-enemy fight scenes to be contained within a small radius and keep the fights in focus while kind of sacrificing the LOD in some of the scenery. After all, baking the occlusion and bumps can get away with a lot especially in a crazy moving scene like a fight.
When will Spiderman ps4 be available on PC?
Since Sony said that ps4 exclusives would come out on pc.
Still nope. They have the rights to not to do so. Plus they still haven anounce anything or speak anything about spiderman and pc in a same sentence
@@friedpotato6037 this didn't age well
18:34, nice. Openly showing your crack folders as a professional dev.
hah! good catch. he's got the crack folder and that crazybump trial reset. LOL
and what?
xD
Actually I am a Dev and I crack the products sometimes, because of serial conflicts throughout all my laptops and computers I own. Usually I start doing that after I have had to purchase the product at least 2
Lukas Schulz
Everyone does it guy get off your high horse.
buen tutoria DESDE EL PERU =====PARA TODO EL MUNDO ======
We just wanted an unlimited free version but there's Not 😣😣😣😭😭😭😭😭😭😭
he missed the most important part, how they added efficient thickness on the mesh smh
guys i felt bad for dustin brown cuz in marvelous designer theres an option where he can retopolgies his cloth in to quads.... reply me if ur intrested to know
Uh... would you mind telling me?
That's in Marvelous Designer 8 at the time that didn't exist.
"remeshing()beta"? it also creates triangles, it sucs too :D