The Character Art of Horizon Zero Dawn with Guerrilla Games
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The Character Art of Horizon Zero Dawn with Guerrilla Games
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The best presentation of the whole summit. No umms, no fillers - just well prepared focused info
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
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.
Very informative and professional presentation. Good job Guerrilla Games.
GREAT! Loved the "Drag Rect" for all those "micro-folds" you see in a tee that's been wadded up in a drawer! ;)
Extremely helpful. The characters in Horizon are gorgeous.
Amazing presentation, thank you Guerilla!
so much of knowledge in one video. I has so much to learn.
thanks guys - great presentation
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
22:48 making brush
Wow! Well done!!!
This is great! I don't think I caught how the UVs are made after panel loops? Anyone know how to do this?
learnt a lot, thanks
You are amazing sir
How you split masked points without actually deleting the original mesh please? And BTW one of the best Summit videos I watched, great!
What brush was used as a base to create the memory folds brush?
I had a question. When exporting it from Marvelous Designer to Zbrush how could i keep the seams?
@crimsonBen
5 жыл бұрын
maybe try to export at high res?
i didnt even know there was brush layers
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
Жыл бұрын
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.
1:24:09 backtrack
1:09:23 accu curve
Is anyone else listening to this while playing horizon? And anymore coronavirus beans :(
Open world rpg killzone....yup (head nod with a genuine stare)
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.
good jeab
26:52
@31:35 man i want those nice alphas :D
1:20:25 When the main character has to diffuse the bomb
55 million of poly count, what kind of PC you're running without hitching
@quantumbubbles2106
6 жыл бұрын
Perhaps AMD Ryzen/Threadripper: kzread.info/dash/bejne/gmFk2LGMebXZfNo.html
@potatosalad6534
6 жыл бұрын
A 6 core i7 handles that fine.
@Stepcatlmstuck
5 жыл бұрын
I can reach 100M poly with my machine but at this point it kinda start laggin a bit :o
@crimsonBen
5 жыл бұрын
55 m for 1 subtool?
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
6 жыл бұрын
The best way to simulate fold is through simulation, and that's when marvelous designer kicked in
@mfrancisco_850
3 жыл бұрын
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
ghe, went to school with arno ±P
How do they fix the fucked up topology from marvelous
@temptor7585
Жыл бұрын
zRemesher in Zbrush
u😮😮
18-45
This is time consuming, should have built it in blender or maya, then export to zbrush for details
So basically they then convert hi-res sculpts into textures? For the game engine limitations, that is...
@MoccaDeShibe
6 жыл бұрын
yea, that's pretty much the industry standard right now
@keltart809
6 жыл бұрын
This demo is the most informative one so far this zbrush summit. Also the most on point.
@CONTORART
6 жыл бұрын
yeah the normal map holds alot of the surface detail.
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
6 жыл бұрын
//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
6 жыл бұрын
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
5 жыл бұрын
@@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.
PC should know it's place when you think your little multi plats in ultra settings can stand against a ps4 exclusive
The layer system in Zbrush is so useful~
24:50