1. #76
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    guys? those are my shaders and light set-up by the way. this is a thread from my work on AC it don't post other people's work, they will if they want to! LOL


    what is scandata?

  2. #77
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    so I just checked what is scandata! why would i show a scan on ZBC it's a modeling forum.

    nothing on AC have been scanned,
    the majority of the characters are made-up people. and in my case i didn't reproduce any actor's likeness and they don't totaly look human they are characterized.

  3. #78
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    This is a wondeful thread! Great work and thank you from sharing!!!

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    I can't wait to see how they will look on my xbox360 when the game comes out. Gonna be awesome.

  5. #80
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    just asking because the noise on the border on the eye i see on the previews screengrab is something i tipically find when cleaning scanned people. is the screengrab a normal mapped lores? could we see your fullbody gamemesh wireframes? it looks really really good!
    the stylization of the character is somehow renaissance italian style (AKA caravaggio)
    very nice
    !
    PS: 4 the monk how you got the fabric microdetails? uvsnapshot and intensity mask?

    thanks
    Last edited by sephirothsinic; 07-25-07 at 11:02 AM.
    Stefano Dubay
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  6. #81
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    Quote Originally Posted by sephirothsinic
    could we see your fullbody gamemesh wireframes?
    I would love to see the full body wire frame turnarounds. That would make my week! I have yet to see anybody post their low poly turn, and I think that’s almost the most important part and I’m just dying to see some. So if you could I would forever be grateful.


    -sean

  7. #82
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    Thanks again guys!

    sephirothsinic: thanks man! I guess it looks like that because I used a displacement map and turbosmooth is only activated in render not in the viewport (it's easier on my 3ds max this way) and what you see are the eyelashes they are modeled!.

    this is the basemesh and the full resolution (I made the model in ZB2 but I made the screeshots in ZB3).

    vigilante_wireframe.jpg

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    what is turbosmooth?? I'm sorry i'm a Maya guy
    if you had a dispmap how are you displaying a 32bit dispmap on the viewport with a result on the diffuse? is it a feature in 3DMax? (kinda dynamic normalmaps?!?)
    If it's not asking too much could we see a rotation on the complete lores character gamemesh wireframe with attachments on??
    It would be of great interest!!!

    thanks a lot

    S
    Last edited by sephirothsinic; 07-25-07 at 06:36 PM.
    Stefano Dubay
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    Dominance IV Entry : Berith: Infernal Duke of Slaughter and Blasphemy

    My DW IV ZBC Thread

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  9. #84
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    sephirothsinic: I make all the details in zbrush I then create a displacement map (inside zbrush). only then I import a mid-res arround 13 000 polys that I subdivise (turbosmooth) I apply a displacement map that's all there is to it!. in 3ds max you can activate the subdivision only in the renders (if you select the option) so a use my mid-res instead of using my 3.2 million poly model in zbrush it more managable in 3dsmax).

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    sure thanks for the very fast answer !
    Stefano Dubay
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    Psyop Inc.

    Dominance IV Entry : Berith: Infernal Duke of Slaughter and Blasphemy

    My DW IV ZBC Thread

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  11. #86
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    Extremely inspirational work, thanks for sharing.

  12. #87
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    Unbelievable work, totally inspiring I hope one day I can work along side you lil'sister!
    Digital Sculptor @ Weta Workshop.

    Our Toy Store!

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    Default displacment

    Hello again and thank you Lil'sister so much for sharing that with us.

    @Lil'sister:
    Well, did I misunderstood in a message earlier, but you would like to upload for us a little test scene file with all the settings inside 3dsmax ?
    That would be soooo great.

    @sephirothsinic:
    About the displacment map, I think as Lil'sister wrote before, doing all the deatails in zbrush, but exporting the displacment map, so you can use a low poly for rendering in 3dsmax.

    I am not as good, just a bloody rookie and wish I would have more time to use that wonderful tool. But here is one test I did with the displacement map.

    The low poly mesh rendered in 3dsmax, without any displacment:
    big_ohne.jpg

    Using a displacment map on the same low poly mesh with 5.704 polys:
    dino_displacement.jpg

    Hmm, I hope that's the same way, not as good, but as a starting point.
    if you compare the images, you can see really a huge difference using the displacement map generated from zbrush.

    @Lil'sister:
    So, is my way the way you usually use for the game industry ?
    I just was a little bit confused, because usually you don't use a displacment maps in the game engine, I thought normal maps.. ...hmm, or do you ?

    thx a lot guys for everything, you really rock ,
    capu

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    thanks The Cheshire Cat and Hazardous!

    Capu: I never mentioned anything about a max scene that I would provide!
    with the screenshots it should be enough. I use mental ray but the lights are regular omnis (3 of them), I didn't used a skylight or Finalgather or GI, the important thing there is the skin shader settings.

    As for the low-res I do use normal maps, but I bake them in 3ds max (render to texture) .

    I bake my textured high-res onto my low-poly creating normal, diffuse and specular map from my high-res model.

    In short there is nothing special that I do differently from anybody else in terms of techniques for the low-res.
    the work I'm showing here is the high-res with shaders and lights, so when I explained something is was in regards to high-res only.

    In Assassin's creed we have crowds and huge beautiful cities with AI etc... so don't expect crazy numbers of polygons on the characters (in the crowd it's around 4500 polys per character) I mean we are talking about a game that will run on a 360.


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    Default thx

    thank you , ok, well, teh render is without gi, that's awesome.
    So the render time must also be very fast... thx for letting us know.

    capu

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