Insomniac Games - 3D Modeling Spider-Man, Clothing Pipelines & More ! - ZBrush Summit 2018

Sdílet
Vložit
  • 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.
    zbrushlive.com - News, VODs, Artists Schedule, Podcasts, and More!
    summit.pixologic.com
    pixologic.com
    pixologic.com/store
    Follow & Subcribe
    / pixologic
    / pixologic
    / pixologic
    / zbrushatpixologic
    / discord
    / pixologic -- Watch live at / pixologic
  • Hry

Komentáře • 55

  • @MaxonZBrush
    @MaxonZBrush  Před 4 lety +3

    Full playlist: czcams.com/play/PLMjnnUF3eJFfrHupCVAuELi7T-DhAt8We.html

  • @xMarrilliamsx
    @xMarrilliamsx Před 5 lety +32

    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

  • @mas96
    @mas96 Před 5 lety +14

    game development is so hard,! these guys are magicians

  • @rossage23
    @rossage23 Před 4 lety +8

    Making my own Spider-Man model rn and this video couldn't be more helpful. Character modeling is damn hard lmao

  • @ThePharmacien
    @ThePharmacien Před 5 lety +2

    omg i was waiting

  • @mostafafarweez3161
    @mostafafarweez3161 Před 5 lety +3

    Wow that's a Beautiful Presentation 👍👍 I love it ❤❤ I wish there was animation preasentation with them 😊

  • @simonchainbers8943
    @simonchainbers8943 Před 3 lety +4

    32:36 for character models

  • @yacinejulian6678
    @yacinejulian6678 Před 3 lety +1

    Oooh my! Where do I have to start my career.
    That’s a lot more than what I have expected it to be!

  • @juniorboy1815
    @juniorboy1815 Před 4 lety +8

    I just want to know who is the person that said make the logo white because I love it’s so much

  • @DJM3D
    @DJM3D Před 5 lety +1

    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.

  • @crimsonBen
    @crimsonBen Před 4 lety +2

    @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?

  • @Noob12369
    @Noob12369 Před 5 lety +1

    Cool

  • @KillSscope
    @KillSscope Před 5 lety +1

    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?

  • @vladyaroshevich7443
    @vladyaroshevich7443 Před 5 lety +1

    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

    • @AlexArtsvideos
      @AlexArtsvideos Před 3 lety

      it happens when you are using the divide option instead of dynamesh.

  • @ArchlordZer0
    @ArchlordZer0 Před 5 lety +7

    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.

    • @Noob12369
      @Noob12369 Před 5 lety +5

      Most just start off in zbrush and do 70-80% of the work in zbrush now.

    • @ArchlordZer0
      @ArchlordZer0 Před 5 lety +3

      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?

    • @vukspalajkovic9194
      @vukspalajkovic9194 Před 5 lety +1

      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.

    • @xMarrilliamsx
      @xMarrilliamsx Před 5 lety

      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.

    • @ArchlordZer0
      @ArchlordZer0 Před 5 lety +1

      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.

  • @giadinhdota2
    @giadinhdota2 Před 5 lety +2

    How did you add thickness for the shirt though?

    • @crimsonBen
      @crimsonBen Před 4 lety

      maybe via zmodeler (qmesh, extrude) or via panel-loops

  • @jitendrasinghnegi328
    @jitendrasinghnegi328 Před 5 lety

    Wow

  • @mattkite2822
    @mattkite2822 Před 5 lety +2

    Super interested to know how the whole process for the main character could take 2 years! Can anyone shed some insight?

    • @xMaidenSlayerx
      @xMaidenSlayerx Před 5 lety +1

      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!

    • @JettzCG
      @JettzCG Před 4 lety +1

      Year old comment but, constantly updating things while they still have time

  • @TheLastEnenra
    @TheLastEnenra Před 5 lety +1

    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...)

    • @NukaColaLight
      @NukaColaLight Před 5 lety

      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.

    • @TheLastEnenra
      @TheLastEnenra Před 5 lety

      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.

    • @TheHylden
      @TheHylden Před 5 lety

      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.

    • @TheLastEnenra
      @TheLastEnenra Před 5 lety

      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.

  • @rodrigoanson7502
    @rodrigoanson7502 Před 3 lety

    When will Spiderman ps4 be available on PC?
    Since Sony said that ps4 exclusives would come out on pc.

    • @friedpotato6037
      @friedpotato6037 Před 3 lety

      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

    • @xanzuls
      @xanzuls Před rokem

      @@friedpotato6037 this didn't age well

  • @lukasschulz9567
    @lukasschulz9567 Před 5 lety +15

    18:34, nice. Openly showing your crack folders as a professional dev.

    • @3d_pablo
      @3d_pablo Před 5 lety +4

      hah! good catch. he's got the crack folder and that crazybump trial reset. LOL

    • @tamerlan3314
      @tamerlan3314 Před 5 lety

      and what?

    • @cyrusjameskhan
      @cyrusjameskhan Před 5 lety

      xD

    • @L4ttrr
      @L4ttrr Před 5 lety +2

      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

    • @osegueraadrian20
      @osegueraadrian20 Před 5 lety +1

      Lukas Schulz
      Everyone does it guy get off your high horse.

  • @cesarachulle6992
    @cesarachulle6992 Před 5 lety

    buen tutoria DESDE EL PERU =====PARA TODO EL MUNDO ======

  • @ghosterff3818
    @ghosterff3818 Před 2 lety

    We just wanted an unlimited free version but there's Not 😣😣😣😭😭😭😭😭😭😭

  • @christianlee1423
    @christianlee1423 Před 3 lety +2

    he missed the most important part, how they added efficient thickness on the mesh smh

  • @MplusG
    @MplusG Před 5 lety +1

    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

    • @L4ttrr
      @L4ttrr Před 5 lety

      Uh... would you mind telling me?

    • @techgo4431
      @techgo4431 Před 5 lety

      That's in Marvelous Designer 8 at the time that didn't exist.

    • @crimsonBen
      @crimsonBen Před 4 lety

      "remeshing()beta"? it also creates triangles, it sucs too :D