The Character Art of Horizon Zero Dawn with Guerrilla Games

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  • čas přidán 29. 08. 2024
  • The Character Art of Horizon Zero Dawn with Guerrilla Games
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Komentáře • 58

  • @MaxonZBrush
    @MaxonZBrush  Před 4 lety +2

    We want to know what content you would like to see more of. Take our 2 min survey: zbru.sh/39c

  • @jiefeihe3829
    @jiefeihe3829 Před 4 lety +13

    1:01:55 hard surface in ZB / 18:35 Zb cloth to marvellous designer / 25:18 clean the topology of the model comes from MD

  • @antonguzeev6399
    @antonguzeev6399 Před 6 lety +23

    The best presentation of the whole summit. No umms, no fillers - just well prepared focused info

  • @georgenagulov6548
    @georgenagulov6548 Před 6 lety +18

    Excellent presentation! To the point and chock-full of useful tips. I love it when awesome art gets made with simple tools and techniques. Shows true mastery.

  • @RenauDesign
    @RenauDesign Před 5 lety +2

    damn, I love how people can get obsessed with some details and make a living of it in the Video Game Industry :O. It's really super interesting

  • @kuning20
    @kuning20 Před 6 lety +8

    Very informative and professional presentation. Good job Guerrilla Games.

  • @TheKevphil
    @TheKevphil Před 6 lety +2

    GREAT! Loved the "Drag Rect" for all those "micro-folds" you see in a tee that's been wadded up in a drawer! ;)

  • @AllThatJuice-
    @AllThatJuice- Před 6 lety

    Extremely helpful. The characters in Horizon are gorgeous.

  • @netrarajpun
    @netrarajpun Před 5 lety

    so much of knowledge in one video. I has so much to learn.

  • @fractalelement857
    @fractalelement857 Před 5 lety +4

    22:48 making brush

  • @chunchoe
    @chunchoe Před 2 lety

    wouldve been cool for them to show off how they did the hair and how they did it as its some of the best looking hair ive seen

    • @temptor7585
      @temptor7585 Před rokem

      the hair is so detailed. ive seen the hair on Artstation, i think a gentleman who only does hair, did hers. atlewast his artstation portfolio led me to believe he only does hair for AAA studios.

  • @TerekkiTerekki
    @TerekkiTerekki Před 3 lety

    thanks guys - great presentation

  • @MANIAKRA
    @MANIAKRA Před 6 lety

    Amazing presentation, thank you Guerilla!

  • @barbaraerdt9961
    @barbaraerdt9961 Před 6 lety

    Wow! Well done!!!

  • @s3ntry948
    @s3ntry948 Před 3 lety

    Everytime in these series, i can't hear the question very well. Either give them a microphone or write down the question as a subtitle so we can understand. Thank you all for the event.

  • @JiriMatys
    @JiriMatys Před 4 lety

    How you split masked points without actually deleting the original mesh please? And BTW one of the best Summit videos I watched, great!

  • @nabilamhamdy
    @nabilamhamdy Před 4 lety

    Is anyone else listening to this while playing horizon? And anymore coronavirus beans :(

  • @cutwir3317
    @cutwir3317 Před 4 lety

    Open world rpg killzone....yup (head nod with a genuine stare)

  • @briantong3075
    @briantong3075 Před 6 lety

    learnt a lot, thanks

  • @BumbleBee087
    @BumbleBee087 Před 4 lety

    This is great! I don't think I caught how the UVs are made after panel loops? Anyone know how to do this?

  • @DPDPDPDP
    @DPDPDPDP Před 6 lety +10

    55 million of poly count, what kind of PC you're running without hitching

    • @quantumbubbles2106
      @quantumbubbles2106 Před 6 lety

      Perhaps AMD Ryzen/Threadripper: czcams.com/video/P-0vOSIRsLw/video.html

    • @potatosalad6534
      @potatosalad6534 Před 6 lety

      A 6 core i7 handles that fine.

    • @Stepcatlmstuck
      @Stepcatlmstuck Před 6 lety

      I can reach 100M poly with my machine but at this point it kinda start laggin a bit :o

    • @crimsonBen
      @crimsonBen Před 5 lety

      55 m for 1 subtool?

  • @Joyzful
    @Joyzful Před 6 lety

    You are amazing sir

  • @isaiasmedina6998
    @isaiasmedina6998 Před rokem

    i didnt even know there was brush layers

  • @fractalelement857
    @fractalelement857 Před 5 lety +2

    1:09:23 accu curve

  • @fractalelement857
    @fractalelement857 Před 5 lety +1

    1:24:09 backtrack

  • @TheGreatArlei
    @TheGreatArlei Před 3 lety

    What brush was used as a base to create the memory folds brush?

  • @yoda-ho2vz
    @yoda-ho2vz Před 3 lety

    1:20:25 When the main character has to diffuse the bomb

  • @stephenschrimpshire6448

    I had a question. When exporting it from Marvelous Designer to Zbrush how could i keep the seams?

    • @crimsonBen
      @crimsonBen Před 5 lety

      maybe try to export at high res?

  • @crimsonBen
    @crimsonBen Před 5 lety

    @31:35 man i want those nice alphas :D

  • @user-sr6nh2kl7v
    @user-sr6nh2kl7v Před 5 lety

    good jeab

  • @buytenplaetsblog2371
    @buytenplaetsblog2371 Před 4 lety +1

    ghe, went to school with arno ±P

  • @Bogie770
    @Bogie770 Před 6 lety

    interesting process overall , but what I do not understand ,whacking the z brush-marvelous process and the final result..how is that more eficient than making it directly in z brush?..I mean I understand to use it for complicated folds dresses..etc , but when it's just memory folds of romb or z folds on a simple item as pants are..I do not get it...The folds for those pant could me made directly in z brush really fast..than the entire process that includes marvelous...just my 2 cents..

    • @DPDPDPDP
      @DPDPDPDP Před 6 lety +4

      The best way to simulate fold is through simulation, and that's when marvelous designer kicked in

    • @mfrancisco_850
      @mfrancisco_850 Před 3 lety

      I used to agree until i learned marvelous designer its amazing and fast to get a great base mesh i was afraid of learning it at first

  • @BrianLife
    @BrianLife Před 5 lety

    24:50

  • @andristefanus
    @andristefanus Před 3 lety

    How do they fix the fucked up topology from marvelous

  • @andristefanus
    @andristefanus Před 4 lety

    This is time consuming, should have built it in blender or maya, then export to zbrush for details

  • @ajijulmondol6554
    @ajijulmondol6554 Před 2 lety

    u😮😮

  • @munkhtogtokh.ddavaakhuu6348

    18-45

  • @MegaCityOne
    @MegaCityOne Před 6 lety

    I wish Alloy wore clothes that the other women wore in the game. Their clothes looked more realistic & Tribal. I also didn't like her motion capturing when resting & walking. She should have moved like the female in Mass Effect Andromeda.

    • @Mizzhardcoree
      @Mizzhardcoree Před 6 lety +1

      //On the Edge of Infinity\\ Aloy dressed the way she did because she was an outlander.. also there were tons of outfits to choose from and I’m pretty sure she walks like a normal woman does.. I’ve never played Mass effect but two entirely different studios there so can’t compare...

    • @MegaCityOne
      @MegaCityOne Před 6 lety +1

      If you stand next to the AI (female) characters in Horizon and observe how they look, you will see the difference in their clothing and movement animations. Alloys resting exploration animation looks like she's attacking. In Mass Effect Andromeda, the female characters exploration animation was normal & very realistic. One of the few great animations in the game. In Mass Effect, you can choose when your character moves normally or moves like their attacking. I think Horizon 2 will benefit by adding this feature. I'm picky about my games & like realism, which is why I notice things like this. Plus Alloys face looks different from the woman she was modeled after. Her eyes are to close together & here cheeks & hairline are kinda funky. Just an observations. I could realy care less if she was pretty or ugly. I just want realism.

    • @ashtonjackfanny
      @ashtonjackfanny Před 5 lety +2

      @@MegaCityOne 500 million polygons is realism enough peasant and aloy is 1 million polygons. that's more than some peasant mass effect character models could ever hope to be. her walking and running animations are some of the most realistic ever wtf are you talking about get back dirt bag.

  • @ashtonjackfanny
    @ashtonjackfanny Před 6 lety +3

    PC should know it's place when you think your little multi plats in ultra settings can stand against a ps4 exclusive

  • @torchit2302
    @torchit2302 Před 6 lety

    So basically they then convert hi-res sculpts into textures? For the game engine limitations, that is...

    • @MoccaDeShibe
      @MoccaDeShibe Před 6 lety +8

      yea, that's pretty much the industry standard right now

    • @keltart809
      @keltart809 Před 6 lety +3

      This demo is the most informative one so far this zbrush summit. Also the most on point.

    • @CONTORART
      @CONTORART Před 6 lety +2

      yeah the normal map holds alot of the surface detail.

  • @ming1au455
    @ming1au455 Před 6 lety +1

    The layer system in Zbrush is so useful~

  • @BrianLife
    @BrianLife Před 5 lety

    26:52