ZBrushCentral

My contribution while on Assassins Creed Unity character team

Hi everybody, It have been a while since my last post here. At last I can show some of my work I did on Assassin’s Creed Unity. It was a great experience to work with such a talanted team of character artists.
For our base we used marvelous designer to get realistic folds but huge pass was done in Zbrush to remove the syntetic look and add more organic lifelike effect to characters. Arno’s head wasn’t done by me but by several artists and polished and refined by Ian Ladouceur.
<s creed="" unity.="" as="" you="" probably="" guessed,="" we="" also="" used="" marvelous="" designer="" ,="" in="" my="" case="" i="" it="" to="" create="" base="" for="" realistic="" folds="" and="" afterwards="" all="" fun="" organic="" look="" was="" added="" using="" zbrush="" avoid="" synthetic="" that="" mesh="" have="" when="" straight="" out="" from="" md.="" this="" is="" a="" small="" portion="" of="" the="" work="" did="" on="" project="" with="" such="" an="" incredible="" team="" artists="" vince="" rizzi,="" mathieu="" goulet="" raphael="" boyon="" ian="" ladouceur="" our="" hair="" specialist="" alexandre="" jean-philippe="" not="" forget="" mention="" lead="" michel="" thibault.="" btw="" arno’s="" head="" done="" by="" several="" know="" arno="" had="" over="" 40="" different="" outfits,="" those="" are="" mine="" game="" 2="" others="" still="" need="" render="" so="" can="" show="" you.

Arno_V2_Final.jpgArno_V4_Final_render.jpgrender_final-4.jpg
Arno_Ultimate.jpgdemolay_rendering.jpg
French_Nav_Final-render.jpg

Attachments

Arno_V2_Final.jpg

Arno_V4_Final_render.jpg

render_final-4.jpg

Arno_Ultimate.jpg

demolay_rendering.jpg

French_Nav_Final-render.jpg

Fantastic quality

Can you write how much time it took to create full model from start to finish in Zbrush ? Thanks

awesome

how did you tackle the textures

Gorgeous work.

Thank you guys for kind words, there you go also few head I did for the project

Head_render.jpgHead_render2.jpg

Attachments

Head_render.jpg

Head_render2.jpg

Really impressive work :+1:

Amazing! :+1:small_orange_diamond:sunglasses:small_orange_diamond:+1:

I’m really sorry to say this but that game was a mess,Of Course I think you guys in the modeling section are the only ones who did your job perfectly( you always do;);))
I mean Com’n, they released a patch to fix 300 bugs???:lol:

I would love to see the wireframe

great job alex wanted to know the number of polygons of the characters

Really outstanding and beautifully done. I too would be interested in how many polys you get to play with for an in game character model. I am a character artist myself and the highest I’ve been allowed to get away with was around 22,000. :slight_smile:

great stuff! Game looks great.
j

So cool! Bravo~

Thank you guys for your kind words. A lot of questions about polycount :). This was a first time we had a bit more budget for characters compare to previous installments due to nextgen factor. For main character like Arno and his various outfits, it’s vary between 28 and 35K per character. For crowd character it is around 10 to 12K per character.
For those who asked about my texture proccess , it is no different than any other character in any other games, Photoshop, Zbrush no secret there. The last character I posted in green jacket is almost entirely polypainted, lately I find it very useful to create a solid base for diffuse by polypainting the hirez model and baking it as 1st diffuse pass before adding anything else on your texture. I also like polypainting because you can achieve a really nice results, like leather bag on green jacket character is 100% polypainted but with sculpted leather pattern and right matcap you can achieve a convincing result, so don’t underestimate the power of polypanting :). I will try to post some wires once I have chance.

Love it! Congrats!

assassins creed characters always inspiring as usual , awesome.

Astonishing quality, straight to my inspiration folders!

Great stuff here!!!

I have noticed that Zbrush can be very noisy displaying fabric textures to the point of being difficult to see what it going on. I mean moire effect in fabrics. I see that your textures have plenty of those repetitive patterns that can create moire. Was this a problem for you or did you noticed it at all? If so, did you have any way to avoid it?

Yeah Alex, grats on the top row :slight_smile: