Author : Nate Broach


Reply
Reply
 
Thread Tools Display Modes
jarrede's Avatar
Old (#1)
Sup dudes! I'm here to share my process with ya'll, get some feedback, answer any questions you may have, and hopefully contribute something positive to Polycount.

I also want to thank all the people in the WAYWO thread that gave me some encouraging comments thanks dudes!

My process is kinda still in a pre-mature state. I play around with shit a lot, experiment and test things, When working on personal prjects I find it hard to stick with something until the end, because my head fills up with all kinds of new shit I want to pursue, what I do to combat this, is I try to save the things I would have the most fun doing for last, if I can get through the boring stuff first (as long is it doesn't interrupt a sound workflow) I figure there's a better chance I'll finish the project.

I'd always suggest (and I'm sure other professionals will too) to do as much research as you can before you start a new project. I usually have a reference folder in my project folder with a ton of images in them, but I've compiled a few of the most important ones here.



Now onto the modeling, as most of you will know, if your using normal maps there are 3 stages to the modeling process. The mesh you bring into zbrush or mudbox, the sculpted mesh, and the arbitrary mesh that will be used in game.


1. This is the basic mesh I brought into zbrush, it looks damn aweful, but really all it needs to have is the proper geometry in the proper place. I'm not too concerned about shape or proportion at this point, those I'll tweak in zbrush. There are no belts or straps in this mesh yet, since their position and size will much depend on the shapes and details of the shirt.

2. Sculpting cloth... eh... it's difficult. MM has some lovely videos of him sculpting cloth on his website, I'd suggest everyone check it out. I wish I had earlier stages of this mesh, most of this process was checking references, not getting caught up in details, and even completely starting over in some parts that just weren't working. Once I got it somewhat close, I know I need to add a harness and straps so I held off on details for now.

3. With a mid res version of the shirt in the background, I started to lay on the harness and straps. Constraining geometry creation to a reference mesh is really helpful during this stage.

4. Example of the pouch, and evenly distributed geometry for subdivision and sculpting of folds/wrinkles. I also made the straps/metal bits separate geo.

5. Spent maybe 15 minutes sculpting this, really not concerned with too much detail on these things since they're not the focus of the character.

6. The retopologized (is that even a word?) mesh. These last 3 steps pretty much sum up what was done with every object on the character.

7. The base mesh for the head. Note, the holes in the cheeks, and lack of defining features on the nose. Even if he HAD a nose, I would recommend leaving the mesh this way for sculpting, the eyes don't reflect this idea very well, and probably have too many edge loops.

8. The sculpted head mesh, I referenced a lot of Schell studios work, lots of awesome undead zombie sculpts. I mostly use 3 brushes in zbrush, the clay buildup with no alpha, and move brush, and the dam standard brush. It's also good when doing this sort of genre, to reference human skulls. Didn't spend any time really on the ear, or top of the head since, you weren't going to see it.

9. The in-game mesh, with unseen polygons deleted. Proper edge looping is important. Check out the polycount wiki if your new to this concept.



And heres an image of the final sculpt




After I went through the sculpting and retopologizing process, oh, and UV's, I moved onto the baking process. I used Xnormal to bake the normal maps, and Modo to bake the ambient occlusion. While I texture, I like to light as well. For some people this can be distracting from the texturing process. Every so often while I'm doing this I'm checking the color values in a flat shaded mode, with no normal or spec maps to get in the way. Heres an example of the different rendering types I'll view while I'm texturing:



The first image is just to check the AO, In my texture, I will apply a gradient map to this so it isn't just black and white. This tends to give me more of a saturated look to the colors, and less "washed out" by the blacks you would traditionally get from not adding color. The second image is just diffuse only, I'll view the model in this state to get a clear picture as to exactly what the diffuse map is doing, no normals, no spec, no lighting. Remember while I'm texturing, I'm also lighting the scene. I want to see how the colors play with a more realistic environment, it may be an uncommon approach, but it tends to work for me. Final polycount is around 11k, a little steep for just half a character but not far off from some current hero meshes. Heres an example of my lighting and textuing process...



1. No images in this render, just lighting, and a standard three point lighting at that. I use GI but VERY low intensity, to substitute a fill light. The rim light has a tint of blue to it, along with the GI. I specify this as a single color environment, no HDRI images were used. I'm also applying SSS to the skin parts, later I'll tune this effect down somewhat, I felt it was a little overbearing.

2. Basic colors and texture to the shirt.

3. More definition and less saturation to the shirt. I'll often times grab my color palates from my reference images, and paint in "hard light" mode as described in Jason Sallenbach's tutorial in the polycount wiki.

4. Added the arm patch, and some grunge to the shirt.

5. WTF I forgot the blood! ...hmmmm... still looks like it could use some more.

6. Some lighting intensity and angle adjustments

7. The skin, I saved for last, cause it's my favorite fucking part! Started with the head and ignored the arms for a bit, I use photo ref to establish skin tones, then paint over areas that need to be decayed, or wrinkled, etc. A lot of people don't believe in using photo ref, my opinion is, it really depends on what your getting out of it. If you depend on it to be your diffuse map, then you'll never learn how to really paint. For me, it ends up being about 20% of my diffuse map, and helps me establish a color palate.

8. Adding more detail to the face, some blood into the cavities etc.

9. Lot of droopy blood and close to final detail. I apply the blood in it's own layer set to "multiply"

the final result:






Black in the Skin diffuse map is not a very good example of how it should be finished, while it's okay to work with textures like this, generally you'll want to fill the BG pixels with a mid to dark color from your palette. (sorry for the bad example on this one.)



And thats that! Hard to say how much time I put into it, it's been off and on for a while now, there was some crunching at work, and with a family it can be difficult to find extra hours, I hope you guys enjoy, and comments/suggestions are very welcome

Thanks again dudes for the encouragement and comments in the WAYWO thread! And yes Gusti, he was inspired by Iron Maiden

Last edited by jarrede; 09-17-2011 at 05:53 PM..
Offline , spline, 225 Posts, Join Date Jan 2011, Location Valencia Ca  
   Reply With Quote

Josh_Singh's Avatar
Old (#2)
Yep, It's win. Great Post, and Sweet Zombie! Reminds Me of that old Horror Flick "House".
Josh Singh 3d Artist
Joshsingh.net
My Art Dump
Offline , card carrying polycounter, 2,179 Posts, Join Date Oct 2004, Location Irvine Ca  
   Reply With Quote

bbob's Avatar
Old (#3)
This rocks, only immediate crit is that the fabric pattern is a tad strong at the moment.
Offline , dedicated polycounter, 1,484 Posts, Join Date Nov 2009, Location Copenhagen, Denmark Send a message via MSN to bbob  
   Reply With Quote

Sebeuroc's Avatar
Old (#4)
This looks sick. Lovely render.
Zane Devon
Portfolio | Blog | Twitter
Offline , spline, 241 Posts, Join Date Feb 2010, Location Grand Rapids, Michigan  
   Reply With Quote

jarrede's Avatar
Old (#5)
Thanks Josh! House was also an inspiration

Bbob, your correct, I'm not too happy with it either, I was probably thinking to scale it up and make it intense otherwise it wouldn't be seen, but I think that is conflicting with the size of the final output. It's my PSP Vita habits showing here I think

thank you for the comments!
Offline , spline, 225 Posts, Join Date Jan 2011, Location Valencia Ca  
   Reply With Quote

kevlar jens's Avatar
Old (#6)
Rad! Saving this in my inspiration folder for sure.
And thanks for the breakdown
Offline , spline, 237 Posts, Join Date Feb 2008, Location San Francisco, USA Send a message via Skype™ to kevlar jens  
   Reply With Quote

jeremiah_bigley's Avatar
Old (#7)
yeah really amazing man! I am confused on one bit though. So are these single renders? No compositing? Done in MR?
Offline , polygon, 663 Posts, Join Date May 2009, Location Coral Springs, Florida Send a message via Yahoo to jeremiah_bigley  
   Reply With Quote

jarrede's Avatar
Old (#8)
Quote:
Originally Posted by jeremiah_bigley View Post
yeah really amazing man! I am confused on one bit though. So are these single renders? No compositing? Done in MR?
Thanks man the final images are single renders done in Modo, some are renders from Zbrush, and some are screen grabs straight from Modo open gl. Only compositing that was done was levels, hue/saturation in PS.
Offline , spline, 225 Posts, Join Date Jan 2011, Location Valencia Ca  
   Reply With Quote

Jessica Dinh's Avatar
Old (#9)
wow he looks really creepy :0 amazing work!
Offline , dedicated polycounter, 1,667 Posts, Join Date Nov 2010, Location Southern California  
   Reply With Quote

ae.'s Avatar
Old (#10)
I hate modo it does amazing renders, wish max had the same ability!
Environment Artist @ Digital Extremes
www.aelevel.net / LinkedIn
Offline , dedicated polycounter, 1,787 Posts, Join Date Oct 2008, Location Vancouver, BC  
   Reply With Quote

Two Listen's Avatar
Old (#11)
I think this looks fantastic. Though the mirrored-ness of the arms did stick out pretty quickly and I couldn't look away from them afterwards.
Offline , polycounter, 1,046 Posts, Join Date Dec 2008,  
   Reply With Quote

SCB's Avatar
Old (#12)
This looks great! The texture maps looks very well detailed
Offline , polygon, 624 Posts, Join Date Aug 2011, Location Edinburgh  
   Reply With Quote

conte's Avatar
Old (#13)
Looks really cool!
my only thought- that color map could take less lighting information and keep that
for normal and specular.
Offline , veteran polycounter, 2,701 Posts, Join Date Feb 2006,  
   Reply With Quote

shawnell3d's Avatar
Old (#14)
this is nice
Offline , line, 86 Posts, Join Date Apr 2011, Location los angeles, CA  
   Reply With Quote

Lonewolf's Avatar
Old (#15)
love it
nice work man
Offline , polycounter, 1,150 Posts, Join Date Jul 2005,  
   Reply With Quote

Tenchi's Avatar
Old (#16)
Seriously good stuff here ^^
Offline , triangle, 296 Posts, Join Date Feb 2010,  
   Reply With Quote

LRoy's Avatar
Old (#17)
Anyway way we can see the wires?
Offline , polycounter, 1,069 Posts, Join Date Jul 2010,  
   Reply With Quote

Marshal Banana's Avatar
Old (#18)
They're in the picture before the lighting setups.
Game Project: Key of Ethios
Hardest work: Elven Swordfighter
Offline , dedicated polycounter, 1,483 Posts, Join Date Oct 2006, Location 'MERKA Send a message via MSN to Marshal Banana  
   Reply With Quote

mr_ace's Avatar
Old (#19)
looks good man, though why not give him legs and have a complete character?
Offline , triangle, 395 Posts, Join Date Feb 2009, Location Belfast  
   Reply With Quote

paradise.engineering's Avatar
Old (#20)
HOT STUFF!!
Offline , spline, 150 Posts, Join Date Feb 2011, Location LowpolyWorkshop.com  
   Reply With Quote

jarrede's Avatar
Old (#21)
Quote:
Originally Posted by mr_ace View Post
looks good man, though why not give him legs and have a complete character?
Yeah, you know a buddy of mine mentioned that too, and it started out as a bust, then I was like, well... why not do the torso and arms?

but yeah would have been cool, just ran out of time on this one.

heres a more detailed wire for ya LRoy,



Thanks for the comments dudes! I've got some Deus Ex to catch up on
Offline , spline, 225 Posts, Join Date Jan 2011, Location Valencia Ca  
   Reply With Quote

Bigjohn's Avatar
Old (#22)
I gotta hand it to you, I didn't think anyone could do it. But you did.

This is the worst piece of crap I ever seen. You just single-handedly destroyed video-game art. This piece is so bad, that it's offensive to our very art form. Really can't imagine anything worse than this. It's offensive to the senses. The Hindenburg wasn't as much as a disaster as this is. Only 35 people died in that one, but I predict mass suicides over this. I know I'll be quitting game art and switching to photography after this.

Way to completely trivialize 20 years of game art.
Offline , card carrying polycounter, 1,935 Posts, Join Date May 2010, Location Los Angeles Send a message via AIM to Bigjohn Send a message via MSN to Bigjohn  
   Reply With Quote

Tadao215's Avatar
Old (#23)
texture work is great. good job
Offline , triangle, 341 Posts, Join Date Apr 2008, Location Van Nuys, CA Send a message via Skype™ to Tadao215  
   Reply With Quote

Rhoutermans's Avatar
Old (#24)
I like it, pro stuff
Offline , triangle, 451 Posts, Join Date Sep 2010, Location Netherlands, Hilversum Send a message via MSN to Rhoutermans Send a message via Skype™ to Rhoutermans  
   Reply With Quote

Rion411's Avatar
Old (#25)
Pretty frickin' awesome. Great job all around.
Offline , triangle, 325 Posts, Join Date May 2005, Location Albuquerque, NM  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch