ZBrushCentral

Mushroom Men: Truffle Trouble!

Hey all, I wanted to create a new studio based profile so I can share some of the work we are doing here over here at RedFly, and how we integrate Zbrush into our games/cinematics pipeline!

We just put out Mushroom Men:Truffle Trouble on Steam and created a 3 minute short intro cinematic for the game to set up the world and what is going on with Pax, our hero, so check it out!

You can check out the full Cinematic HERE!

Audio was done by Gleek here in Austin and we had the pleasure of working with Les Claypool from Primus on a few tracks which can be heard in the cine intro so stop not being cool and go watch it!!:cool:

Shots were assembled in Maya and rendered with Mental Ray, all elements and FX were comped in Digital Fusion and final show was assembled and graded in Adobe Premiere! I may take some of the more complicated shots and break them down in a future video showing exactly how all the elements were rendered out and comped with FX/matte work if anyone is interested.

The Truffle Princess!

Concept Art by Frank Teran

She was pretty crazy design wise so it was really crucial to use Dynamesh to go in and start quickly laying out forms and finding what worked and what didn’t, as she could easily end up just a big messy uninteresting lump, trying to keep her blobby and gross but keep the forms working with each other and supporting the larger forms was very challenging to say the least.

Here is the final Dynamesh layout, I really cant imagine doing this any other way, Dynamesh is where its at for quickly prototyping shapes and forms, feels much like sculpting and slapping chunks of clay onto the surface and quickly seeing what works and what doesn’t -

After all the final forms were resolved to an acceptable level that I felt would work, l I took the mesh into 3Dcoat for retopping (Zremesher wasn’t out at the time :confused:)

Final Sculpt!

Was done pretty quickly (I think I only spent about a day adding all the final sculpt detail and moving things around with the move tools) and knowing she would have some final texture and bump detail in the renders I felt I could stop at this point and still sleep okay at night, one of the hardest things is production discipline! I could have easily spent more time refining and adding detail but the time in starts to diminish quickly around this point, I find that around the 85-90 percent mark is where I stop noticing the work in an sculpt in a final shot, but can easily be where I spend most of my time sculpting, so I try to keep that in mind as I am finishing out a piece, we are a small studio so those wasted days quickly add up!!

Attachments

Pax_look.jpg

Pax_Sleep.jpg

TrufflePrincess.jpg

Truffleprincess_Small.jpg

TP_BlockOut.jpg

TPFinalSculpt.jpg

What the hell? magnificent ! I LOOVE it, beautiful style (reminds me good all times with Raymen) :slight_smile: I watched the video twice, it is simply amazing, really bautiful work. Great job

Pax high res sculpt.

The sculpt detail was setup on the render Mesh as Normal maps which worked just fine with our style for most of the Medium/Hero shots

For extreme close up shots however some tiled texture bumps were added to suggest some skin detail and keep the model/lighting from falling apart lol.
Not having time to extract proper displacement maps I used the color map as a quick Dis map to get some detail on the hand which worked out great and got some detail in there for the lighting to work! sometimes the quick and dirty path ends up being just fine!

Thanks Oliveiro! Glad you dig it!

RedFlyStudio:

Now that is neat … mushrooMEN post: #3
What would life be like as a mushrooMAN ?

Like the thought of sleeping peacefully !

Makes me wonder if I snore
.

Truffle Princess!
Early Look Dev for the Truffle Princess
She uses a 4k Vector Displacement texture to get all the round blobby forms to displace properly.