almost 6 years
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Hunt: Showdown
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240s | you |
242s | [Music] |
248s | good day everyone we have a guest here - |
252s | you haven't seen before we're having |
258s | Floria and he's our lead character |
259s | artist so we're gonna go a little bit in |
262s | depth of our character creation so we're |
265s | gonna take a look at like the hunters |
266s | and the spider and just how that's done |
271s | and how we get from you know point A to |
274s | B from concept to actual in-game asset |
277s | but yeah do you want to do a little |
279s | introduction about yourself |
281s | absolutely so yeah I'm on the lead |
286s | character artist on hunt I've been with |
288s | the project since we got it here in |
290s | Frankfurt um right so what is the |
293s | character is to do we're basically the |
295s | guys that model and texture all the you |
300s | know characters creatures people animals |
303s | anything of that sort |
305s | you find in the game obviously to |
309s | actually get a kick to the work um |
311s | there's a whole bunch of other |
312s | departments involved where literature's |
314s | the guys for modeling them then you also |
317s | have you know from just the Arts site to |
320s | get into work animators obviously to get |
323s | them to move tech art for the rigging |
325s | sort of you know actually being able for |
328s | them to move and obviously concept art |
331s | is to you know design the characters so |
338s | right now we have five hundreds myself |
341s | is delete and then we have a character |
343s | director who basically oversees all |
345s | these departments so that'll be the norm |
348s | on he's in charge of most artists but |
351s | then also the animators |
353s | tech art concept art okay well I guess |
356s | we'll just dive into what we have |
358s | prepared so you have a lot of stuff |
360s | prepared and I also know we're gonna |
363s | take a look at some of the programs that |
364s | we use you use but that you used to |
368s | create the characters so this is really |
372s | gonna be about the processes so we're |
374s | going to talk about the design side of |
377s | things like designing characters and |
379s | then how we actually build them |
381s | and as you already mentioned let's start |
385s | with the hunters so you've already you |
388s | know you're familiar with these guys we |
391s | have two three tiers two one dudes |
393s | inexperienced not really prepared for |
397s | what they're getting themselves into |
400s | white shirts the white shirts there you |
403s | go |
404s | then we have Tier two much more |
406s | experienced veterans they're much cooler |
409s | and they are much more professional in |
412s | what they're doing |
414s | so yeah these are sort of like villains |
418s | or heroes in like a contemporary cowboy |
421s | movie if you want to think about them |
422s | that way and then q3 we have our real |
426s | badasses like these are the most |
428s | experienced the most ruthless hunters |
432s | you can encounter right now obviously we |
436s | didn't just come up with that was a bit |
439s | of a process to getting to this point |
443s | everything basically started with us |
446s | figuring out what is the archetypical |
451s | hunter like just figuring out okay what |
453s | makes a dude that goes out into the |
457s | swamp and tries to kill monsters what |
461s | does that look like and well this going |
465s | under center that would be it right now |
470s | to get to him like it was a whole bunch |
473s | of iteration a lot of trying things |
476s | trying to figure out what are we |
478s | actually trying to do here um like down |
481s | here you see some very early ideas which |
484s | were probably a little bit too classy um |
489s | maybe not but a fancy dress for the |
492s | value I think it was also a bit too too |
494s | generic and a little bit lacking in |
496s | terms of like just moodiness like it was |
500s | a bit too yeah like hunt is a pretty |
505s | dark and grim game and you know these |
508s | guys don't really sell that so um the |
513s | next step would have pain to actually |
514s | you know |
516s | these guys you're on the left you know |
518s | there are not really detailed concepts |
521s | this is really just illustration is |
522s | trying to get an idea get a mood really |
527s | and well once we have that once we knew |
532s | what we're going for |
533s | so you know you have a cowboy here but |
536s | there's a certain kind of mystery a |
538s | darkness to it as well and basically |
543s | that was once we have that okay we want |
546s | to go for this now obviously as I said |
550s | okay this isn't really fleshed out this |
551s | is just a sketch pretty much but already |
555s | very close to the hundreds we have right |
557s | now yes I mean the idea was like okay we |
559s | had the feeling most defined at this |
562s | point so once we had this okay we want |
564s | to go for that but now it's about |
566s | flashing that out and actually figuring |
568s | out what we need to do properly detailed |
572s | properly interesting and you know whole |
575s | bunch of variations for the characters |
577s | in the game anyways the |
581s | like the final iteration of this whole |
583s | sort of archetypical hunter dude was |
586s | this going to Center then we're you know |
590s | we kind of figure out okay what are we |
592s | doing with the witty clothing right it's |
594s | kind of the time and era but the fit is |
596s | fairly modern right this is not really |
598s | loose and baggy as he would actually |
600s | have had it back then like you have in |
604s | terms of the whole mysteriousness or |
607s | mysticism of cults elements like tattoos |
610s | and you know all kinds of weird strange |
613s | trinkets that he's carrying around you |
618s | don't really see much of his face I mean |
620s | like on this guy on the right here |
622s | that's basically all sort of the final |
625s | stage like these are timewise pretty |
628s | much on the same level |
630s | it's you look at him and you don't |
632s | really know is this a good guy is this a |
634s | bad guy right so that's one thing we |
637s | sort of wanted to sell and another thing |
643s | like he's just decked out with like all |
646s | kinds of gear like this is what you |
648s | would see on say modern-day soldier |
651s | who's going into battle and yeah |
656s | basically we we combined like cowboy |
660s | certain coolness to him some but you |
667s | know then we add the the supernatural |
669s | element on top of that and then we |
672s | decked him out with all the gear and |
673s | equipment that he needs to actually go |
675s | out there okay then from there so now we |
682s | have one dude well we know we want to |
685s | have three tiers and within those three |
688s | tiers we want to hold bunch iterations |
690s | so yeah I'm just curious cause like the |
693s | first one is not an original a tier 100 |
696s | right um yes I'm basically the way this |
699s | worked like okay we we went from this to |
703s | these three guys um to sort of okay we |
707s | we now have the idea now let's apply to |
709s | us two to three tiers um |
713s | but obviously you know |
715s | this was done I mean at this point we |
716s | were already building some assets but we |
718s | were not really a hundred percent clear |
720s | as to what the the specific look for |
723s | each tear would be so you know it kind |
728s | of works here but the problem is once we |
731s | started building a bigger library or you |
733s | know having more variations we ended up |
736s | having issues with just okay this is a |
739s | bit too close tier 1 tier 2 so there |
745s | were some changes after this point where |
747s | we you know kind of made him a bit less |
751s | formidable in a way but like the overall |
755s | direction was very much defined at this |
757s | point so just to kind of give a little |
759s | bit of a breakdown between the three |
761s | with the tier ones you obviously have |
763s | you know fairly bright colors very |
766s | colorful to begin with you don't have a |
769s | whole lot of like a long kind of cool |
773s | clothing it's really just a dude with a |
775s | jacket and pair of pants we start |
779s | affecting the silhouette with tier two |
781s | like if you played a game right now |
782s | you'll see most of the stuff you know |
786s | more of the the fancy clothing is |
790s | starting with the tier 240 or two what |
796s | you get is much more muted colors it's |
798s | much dirtier much more beaten up quite |
802s | desaturated I mean there's only like a |
804s | couple of small elements of actual color |
806s | in there and yeah I'd like TD the |
810s | overall feel is quite a bit more |
811s | darkened and grim and then obviously for |
815s | the TSV guys we you know push that video |
818s | mud it's just this guy's living in the |
821s | swamp |
822s | he's like a swamp rat and it's just |
823s | everything he's beaten up everything is |
825s | ripped apart we are adding a lot of just |
829s | no tactical gear that he would need |
831s | we're adding you know trinkets involved |
834s | not from his hunt we're adding armor |
836s | elements it's yeah it's basically one |
839s | step up from tier two and just kind of |
841s | pushing it to the extreme |
843s | um okay now once we had that as I said |
848s | we could you know build assets with this |
851s | the problem is especially for tier 3 |
854s | hunters we had an issue weird you know a |
859s | lot of the stuff you know you wouldn't |
861s | find in the real world like for the |
864s | other tiers we took a lot of inspiration |
866s | from movies but and also just stuff you |
869s | would find back then in that time in |
871s | terms of clothing but also just |
873s | equipment what people would have so |
875s | curious was the clothing specifically |
878s | from that like place as well make did |
881s | you see did you notice the difference or |
883s | was it just like in generally I mean I |
886s | think we we try to keep it sort of in |
890s | the Wild West theme yeah but it you know |
893s | if we find something that fit in that |
896s | kind of fade or visual language we |
899s | defined it just use it right it was just |
902s | like once we had an idea of where we |
904s | were trying to go um it was easy to pick |
907s | and choose what would make sense so we |
912s | offered it yes we guys obviously the |
913s | problem is a lot of the things you don't |
915s | have them right like we had to come up |
918s | with quite a few things just design them |
921s | from scratch which would then be like |
923s | this here where you have you know some |
929s | armor you know that you find on tier 3 |
932s | hunters here as well or we would get |
935s | specific paint overs for faces so this |
938s | is originally like some already started |
942s | off face model and then one of artists |
944s | some concept artists they paint over to |
947s | really kind of set the mood and make |
949s | sure that this guy reads this is GS 300 |
952s | in some occasions we also got like full |
955s | outfit designs I think this is like one |
958s | of the tier 3 hunters you can actually |
959s | get in a game right now this dude here |
963s | so yeah this was basically a lot of the |
967s | stuff we did was basically derived off |
970s | these guys but we didn't really use this |
973s | as I wanted one concept it was just |
976s | defining the direction but then for some |
979s | of the my unique items on we got like |
981s | specific concepts and developed a |
983s | specific look to figure out what we |
986s | needed right so with that in place we |
992s | can actually build our hunters yeah now |
995s | one thing you know when building these |
999s | um they're actually fully modular so |
1003s | these guys are actually made up of a |
1005s | whole bunch of actually IDs pretty much |
1008s | it's just you know you have any pieces |
1011s | that you just combine together but you |
1013s | need them we do this for two reasons |
1016s | first of all it makes our life a whole |
1018s | bunch easier because we can you know |
1021s | reuse stuff we have an easier time to |
1023s | create new variations like this more |
1026s | importantly um we need it to be this way |
1029s | for us to be actually able to do yes so |
1035s | having everything split up this way you |
1038s | know will allow us to swap stuff around |
1040s | and will allow you as a player to swap |
1043s | stuff around yeah the thing is we'll |
1049s | probably not have this level of |
1051s | granularity for the actual customization |
1053s | yeah this is a bit extreme but the idea |
1057s | is still to give the player enough |
1059s | options to really make unique and |
1061s | interesting looks for for their hunter |
1066s | now one thing you'll notice when it's |
1070s | kind of obvious is the bread and butter |
1072s | for us is really clothing so shirts |
1076s | pants coats whatever it might be this is |
1079s | all where we get the most mileage from |
1082s | so the question is how do you actually |
1085s | build something like that like that |
1091s | right so actually well I'm gonna |
1095s | actually show that any tool itself do |
1102s | so what about using here he's a little |
1106s | application called Marvelous Designer |
1110s | thing so never mind the colors this is |
1117s | really just to get the the overall you |
1121s | know the the silhouette in the shape of |
1124s | the things run so what is this this is a |
1127s | fashion design tool this is actually |
1129s | used in the fashion industry to design |
1130s | clothing now we utilize this as both a |
1136s | design tool but also as a modeling tool |
1138s | the way this works is you literally |
1141s | create like a sewing pattern like you |
1144s | see here yeah so like your pants shirt |
1148s | you have to coat all right you have all |
1151s | these little elements and you know you |
1154s | create your pattern and then you |
1157s | basically there you go |
1163s | you basically drape that on top off a |
1167s | character right so we have this this |
1170s | defaults a mannequin dude in here and |
1173s | the idea is batricia drape that on him |
1176s | and what it does is this is actually |
1181s | like real time cloth simulation so this |
1185s | is where the the modeling part comes in |
1188s | we can use this to create all the |
1191s | drapery all the folds all that stuff |
1193s | that traditionally you would have had to |
1195s | sculpt we can create this way at least |
1198s | as a starting point so does this I'm |
1200s | actually curious compared to regular |
1202s | rolling |
1203s | I assume this can cut a lot of time it's |
1207s | it's faster just from you know when you |
1210s | go from scratch when you create from |
1211s | from zero but then especially if you |
1214s | want to create variations where I don't |
1216s | know maybe one have a shirt with the |
1217s | sleeves rolled up you know this makes it |
1219s | a whole bunch easier because you just |
1222s | you know you just literally take it and |
1224s | you move the sleeve up and there you go |
1227s | okay now let me quickly show you a |
1231s | little bit more how this works |
1235s | actually actually I had some issues |
1240s | before white isn't asking will just |
1242s | freeze up if it went a bit too crazy |
1245s | let's just focus on this top part here |
1249s | shall we |
1251s | right so I've frozen everything else now |
1253s | just is this top shoulder cover thingy |
1257s | it's physical eyes now so oh I can I can |
1261s | drag that around however I want so I can |
1263s | get interesting |
1265s | Falls and shapes um but I can also you |
1269s | know if I so choose turn this dude into |
1275s | a superhero by giving me a cape right |
1279s | mm-hmm |
1280s | just takes a little time so how long |
1285s | have you guys been using this program um |
1287s | hunters actually the first project we |
1290s | started using it we evaluated it back in |
1292s | the day for for rice but um for what we |
1295s | were doing back then it didn't really |
1298s | make sense but for hunts you know with |
1301s | how just traditional clothing heavy the |
1304s | game is it just yeah it was perfect for |
1306s | that |
1306s | um right so whatever this is not the |
1311s | prettiest thing but just to give me an |
1312s | idea of how this works you know just do |
1316s | your thing you you just a pattern how |
1318s | you want and then you basically simulate |
1321s | it on top of your character I can also |
1328s | just go probably and it also like |
1332s | automatically drop based on the model |
1335s | that it's wearing like will |
1338s | like you know let's say you you would |
1341s | leave it and something wouldn't actually |
1342s | falling no if I if I removed the ammeter |
1345s | now okay I mean I can quickly show you |
1346s | that if I just delete everything out of |
1348s | the scene except this one piece it would |
1352s | literally just I did actually not plan |
1355s | for this I'm sorry I'm like this is |
1358s | actually I should probably just actually |
1374s | I'm just making a new thing here oh |
1379s | because this is gigantic the problem is |
1383s | like um like the surface area here the |
1388s | morcerf is do half the more complicated |
1389s | thing gets because there's just more |
1392s | stuff to simulate okay so now it's |
1398s | trying to oh I just added a new piece |
1400s | here and it's not trying to figure out |
1401s | okay let's add that so yeah I just put |
1404s | that there and now it's just merrily |
1406s | falling down it doesn't do anything yet |
1408s | but the moment crashes down |
1415s | well there you go it's almost like it's |
1418s | rubber um I'm actually not now you go so |
1425s | yeah and well off it goes I tracked it |
1429s | off fly off into the sunset basically |
1435s | this is what we use to do a lot of our |
1437s | of our clothing in the game right like |
1440s | we don't do the final thing with this |
1441s | but you know we do the starting point |
1443s | from here on out um like some more stuff |
1446s | you can do I actually let me reopen |
1449s | whatever staying here if I change say |
1456s | the physical attributes off the actual |
1458s | fabric like you can do that were like |
1460s | right now it's some kind of canvas |
1462s | material yeah I could change this to say |
1466s | well let's go it in Ireland it will just |
1473s | have different physical attributes and |
1475s | you know it will have different drapery |
1477s | right so you get much more fine wrinkles |
1479s | it's also bugging out huh this is a |
1483s | probably a bit of a heavy scene but I |
1487s | could also tell it hey what if you know |
1490s | instead of nylon we go with like really |
1493s | thick leather and all of a sudden you |
1495s | know it becomes much heavier you know |
1498s | it's it drapes differently you can you |
1501s | can use this to really define the look |
1504s | and you know fine-tune the look of |
1506s | whatever it is did you need to do more |
1509s | research before in the passive like how |
1511s | materials would fall no I mean we just |
1514s | look at how many you know how particular |
1516s | thing is made right like what that |
1519s | actually consists off and then we |
1521s | basically you know we either if there's |
1524s | a preset we'll use that or we create our |
1526s | own to kind of you know get the right |
1530s | look now one other thing I can mention |
1533s | here is you have this weird cone shape |
1538s | Rob or Dakota flaring out like this |
1540s | which is why why are we doing this |
1543s | basically the reason is we have |
1545s | real-time call simulation in the game on |
1548s | the ideas |
1549s | it's basically everything from here on |
1552s | out |
1553s | like just mid-torso downwards will be |
1557s | simulated in real time so for that to |
1562s | work properly you want to have something |
1564s | fairly smooth and even like this so we |
1567s | kind of put this code and therefore the |
1570s | code to rest on nicely and then one we |
1573s | actually get in the game that will then |
1576s | be probably similar that in in real time |
1578s | we're not gonna get this level fidelity |
1581s | where you really get like nice |
1583s | individual faults but you know it's not |
1586s | needed for that like we just need like |
1588s | bigger deformations bigger shapes to to |
1590s | you know sell the movement um you know |
1595s | that's like basically how we start out |
1598s | garments now in terms of actually you |
1601s | know doing the patterns what we usually |
1604s | do is we try to find you know real-life |
1607s | equivalents and then we modified them to |
1610s | our needs so we literally look for for |
1613s | sewing patterns we find something that |
1615s | makes sense for us or we kind of look at |
1618s | pictures off of clothing from the time |
1620s | and era and try to figure out okay how |
1622s | was this built then we replicate that |
1624s | and we modify to to kind of have to fit |
1630s | that we we want to have on our hunters |
1638s | so that's marvelous designer now what |
1642s | you get from that is something like this |
1645s | alright some of them you know you'll |
1647s | have some more detail in order garments |
1649s | less either way it's probably not enough |
1652s | right you start out with something like |
1655s | this but you want to take it quite a bit |
1656s | further than this so the next step for |
1658s | us would be to actually go into ZBrush |
1661s | which is a sculpting application and you |
1664s | literally go in there and you start |
1667s | adding detail right you use sculpt on |
1669s | this like you know cleaning just on a |
1671s | computer and just refine this iterate on |
1674s | it until finally you arrive in something |
1677s | at something you know that looks do what |
1680s | you want it to look |
1681s | obviously um all of our clothing you |
1684s | know these guys are not you know going |
1688s | out of shop putting it on and that's |
1690s | what you've seen a game busily we want |
1693s | to give everything a bit of history we |
1695s | want to make it look a bit beat up so |
1697s | having this extra detail pass mm-hmm is |
1701s | you know you know what it takes to to |
1704s | get that look now so I'm just curious |
1709s | like if this is made of matrix they can |
1711s | make that in real life technically right |
1713s | um not strictly I mean you could |
1717s | probably derive you know something you |
1720s | could actually tailor from that point |
1722s | however especially the way seams work |
1725s | I mean models designer is quite |
1727s | simplified so you would have to you know |
1730s | iterate on top of it if you would |
1732s | actually want to you know do a coat like |
1735s | that maybe one day someone is a very |
1739s | talented in real life based on seats |
1747s | okay so the next step the thing with |
1750s | this is so we did all the sculpting and |
1752s | now you have something just immensely |
1754s | like detailed right there's a crap-ton |
1758s | of polygons you can't put that in the |
1761s | game well you can put it in the game |
1763s | that's your budget done right so you |
1765s | have an empty level and the coat and |
1767s | that's it so but no for for actually |
1777s | what we you know what we really need is |
1779s | something much more efficient much more |
1780s | simplified so you know what do you see |
1783s | here like just is this one structure on |
1785s | top of this thing |
1786s | um it's just a couple of thousand points |
1789s | kind of describing um this object now as |
1793s | opposed to probably millions millions in |
1796s | this case so this is sort of our high |
1801s | quality model and this will be the game |
1804s | model obviously |
1808s | well we don't waste all that detail so |
1810s | we need to transfer all the detail over |
1813s | to texture - you know actually you |
1816s | probably see all that that work that |
1818s | went in the asset previously well once |
1823s | you've done that what you have is pretty |
1825s | much a nice gray thing that kind of |
1829s | looks like a coat |
1830s | it still doesn't surface wise you know |
1833s | you have to fold you have to look but |
1837s | it's still not really fabric right it's |
1840s | you know you need to kind of you know |
1843s | now add color actually add textures to |
1846s | this thing so the way we do that is we |
1850s | use a tool called substance painter and |
1852s | if you watch the stream with Alexander |
1854s | Ausmus for the weapons you might have |
1856s | already seen this program oh he's the |
1858s | master here like he's really really good |
1860s | substance painter and substance designer |
1862s | he's pretty much like you had to go to |
1865s | die here at Crytek yeah Alex |
1868s | anyways um just to give a quick recap |
1871s | done off of how this thing works another |
1877s | happy fall the reat apology for the most |
1893s | part yes I mean there's some assets |
1895s | where we all maybe you know utilize |
1899s | something actually out of malice in some |
1902s | cases might utilize something out of set |
1905s | rush but for the most part it's just |
1907s | either easier and more efficient to do |
1909s | it manually like what I like to use is |
1911s | topogun other artists like to use really |
1915s | coat it depends on on twisting |
1917s | preference really all right |
1919s | so there we go substance painter um this |
1925s | is the final version |
1926s | so let me hide everything just to give a |
1930s | quick breakdown of how this actually |
1932s | works so |
1935s | what this is so busy you have your asset |
1938s | here you can have different lines you |
1940s | can change the line and what you're |
1942s | doing is you're basically dropping on |
1948s | it's it's not just color it's literally |
1951s | like dropping on materials like |
1953s | substances does substance painter the |
1959s | the idea is really you have like a |
1960s | library of you know whatever it might be |
1962s | you could have different metals like you |
1964s | see down hearing of brass and and all |
1967s | kinds of fabrics but then we also have |
1969s | mud and blood and whatever it is that |
1973s | you can utilize to layer up you know the |
1978s | texture and build something really |
1979s | interesting and the thing is like this |
1981s | isn't just color as I said this is also |
1984s | like how it reacts to light it also |
1987s | affects how yeah it also like some of |
1992s | these also come with like little |
1995s | wrinkles or or little details of their |
1997s | own like um I show you that one here so |
2002s | yeah I like to go see there's little |
2003s | holes yes like they they're not just |
2007s | flat and right there's there's some some |
2009s | depth to that so basically what we do is |
2014s | starting from something reasonably flat |
2021s | and simple where it's just like a base |
2025s | color it's just you know that's not very |
2030s | interesting |
2032s | but then you know you start building it |
2034s | up right so you add you know a little |
2037s | bit of a right there and you no more |
2042s | wear and tear seams and some stitches |
2047s | it's just basically step by step you |
2049s | built this thing up similarly to what we |
2052s | had with the with the actual sculpting |
2053s | where you know just take it from |
2054s | basically the very big picture and you |
2057s | work your way through it and get more |
2059s | and more details this is all just |
2064s | texture work this is literally you just |
2065s | throwing stuff into |
2068s | into actual textures right so at the end |
2072s | what you actually get out of this thing |
2074s | it's just a couple of image files and |
2076s | then you apply that on to the model in |
2080s | the game and yeah you'll get all these |
2083s | little things that you just painted on |
2086s | so just to show you there you go so we |
2091s | can do adding some third here |
2095s | or some little oil droplets the holes |
2099s | already show you basically the idea is |
2101s | to just you know detail this thing |
2104s | further up tend and and what you have |
2106s | and you know just make it look more |
2107s | interesting again the idea of weathering |
2110s | that asset and making it look as though |
2112s | it's been born for a while um yeah |
2116s | that's pretty much it like then at the |
2120s | end of the day you end up with your with |
2124s | your final thing and that then goes to |
2127s | to tech art to you know get implemented |
2129s | into the game and you know basically |
2134s | every single asset we have in a game |
2136s | goes through this process there's some |
2138s | deviations on it like how we do things |
2140s | sometimes we'll texture the high poly |
2142s | model some things with texture low poly |
2144s | model sometimes you know we do some |
2148s | texturing in Photoshop as well it |
2149s | depends right but for the most part this |
2152s | is the the the workflow we utilize okay |
2159s | let's talk about faces um so how do you |
2166s | you know get something like this |
2168s | basically if you want to do a face for |
2172s | us the starting point um like we have |
2177s | obviously a whole bunch of faces so if |
2181s | you want to start a new one what we |
2184s | usually do is we take one of the |
2185s | existing ones and start building on top |
2187s | of that any tips for ZBrush noise |
2193s | workflow for fabrics for you |
2198s | at this point I wouldn't really bother |
2202s | with it I would really do anything that |
2205s | isn't memory faults I would literally do |
2207s | it in in substance um I would just |
2211s | basically it gives you more depth and |
2213s | more just it gets you closer to the |
2219s | final asset rather than you know trying |
2222s | to do all your fiber detail earlier your |
2224s | fabric detail in separate and then you |
2228s | know taking it from there and you know |
2229s | texturing it from their faces so we |
2237s | basically start out with a with a you |
2241s | know existing hat that we you know start |
2245s | modifying to kind of you know well |
2248s | usually have like an array of off of |
2250s | references where we might be looking at |
2252s | you know maybe actors or MMA fighters |
2256s | whatever it might be you know we we have |
2258s | some references now we are obviously |
2260s | trying to do exact replicas you know |
2263s | exact portraits of people here the idea |
2266s | is to just get a certain feel right get |
2269s | certain characteristics and you know |
2272s | give that to our hunters you know to get |
2274s | interesting looking so which were like |
2278s | for example some acting story oh I mean |
2284s | I think we have favorite I mean you |
2287s | obviously have to be able to claim to |
2288s | eat food at some point yeah I mean it |
2295s | really depends I mean sometimes it also |
2296s | just goes through you know some some |
2299s | photographs of you know just black in my |
2302s | photographs like some are photographs of |
2304s | really interesting characteristic faces |
2308s | and you know we find something that we |
2311s | feel makes sense and yeah we go with |
2315s | that |
2317s | um yeah but once you have sort of your |
2320s | like your general idea where you want to |
2322s | go um then it's just okay take your your |
2326s | starting points and you start you know |
2329s | modifying this is literally just a |
2332s | question off I mean I can I can show |
2334s | that bit later but again it's like an |
2337s | iterative process where you know it goes |
2339s | through the super steps and you slowly |
2342s | start building it up right so one 1/2 do |
2348s | these guys be a little bit grim even |
2353s | else I don't know why like that one just |
2355s | like no he's a little very sharp feature |
2358s | yeah yeah yeah no that was the idea to |
2360s | have some you know we have we had at |
2362s | this point like I think when we made |
2363s | this card we had a lot of characters |
2365s | that were very strong featured like very |
2368s | heavy troll and you know quite you know |
2372s | tough looking guys yes like there |
2377s | there's always like we try to give these |
2380s | guys similar as as with the clothing and |
2382s | whatnot we try to give these guys some |
2384s | history right so the idea is always to |
2388s | build it up and and you know not just |
2391s | all here is they do it off the street we |
2393s | want to give this guy a bit more |
2394s | character and actually exaggerate it a |
2396s | little bit so once you have something |
2399s | that you're kind of happy with in terms |
2401s | of shape you know again going from yes |
2405s | to it here you know goes through a |
2407s | process then again you want to start |
2410s | detailing it up right and yeah you all |
2417s | kinds of you know poor detail and and |
2420s | little wrinkles and gone off to really |
2423s | get to the final asset in the end yeah |
2429s | it's basically like once we have to |
2433s | shape yes you said and yeah it's it's |
2435s | like about giving so how long does it |
2437s | take to get from like the basic model to |
2440s | this much details for us usually we are |
2444s | trying to do a face and I would say |
2447s | about a week from start to finish but |
2449s | there's also includes textures and |
2450s | yeah um so that's sort of te timeline |
2454s | we're aiming for right now right |
2459s | I can maybe quickly show you a little |
2462s | bit of how this actually works um just |
2464s | to demonstrate it a little bit because |
2466s | right now you all you're seeing is just |
2468s | stuff happening there we go so so on a |
2476s | larger level like you just literally |
2480s | well this is a sculpting application so |
2484s | you just you know you take stuff and you |
2486s | push it around and this has been put the |
2490s | mouse and keyboard but whatever yeah |
2496s | pretty much like everybody well we we |
2498s | use tablets on to to to actually do this |
2501s | all this sculpting you know it gives you |
2504s | nice pressure sensitivity so you can |
2506s | actually really like a painting it's |
2508s | much more closer to to to the real deal |
2510s | like if you were actually working with |
2513s | clay um so you would you know just |
2519s | slowly start building up features here |
2521s | right and you know modifying that |
2524s | however you see fit you know to kind of |
2527s | get it to the point where you get the |
2531s | look that you want to achieve we do |
2539s | actually utilize scans are to a certain |
2541s | extent like for some faces however um it |
2546s | ultimately it's always a bit tricky to |
2550s | get really like super super like |
2556s | slightly exaggerated faces like we want |
2558s | to have something that is a bit |
2559s | over-the-top and like some of the faces |
2564s | that we utilize our starting points were |
2565s | actually scans but then we do a whole |
2567s | bunch of modifications on top of that to |
2569s | get to where we want to be |
2579s | anyways and Daniel for the detailing we |
2583s | can do it in multiple ways like you know |
2586s | most of it really happens with you know |
2588s | we have detailed brushes that we can |
2591s | just sort of stamp onto our characters |
2593s | right so we have like some kind of poor |
2595s | detail here I can just drag on maybe not |
2598s | good symmetry |
2599s | just drag on and you know detail this |
2602s | coming up until done in the end you know |
2607s | I get the final thing a lot of tests and |
2610s | also you know just some of the wrinkles |
2612s | you go in you know you kind of a little |
2619s | bit on you know step by step work this |
2622s | up um it's really it goes like whenever |
2625s | I look at this because I feel like I can |
2628s | have so much fun doing these things |
2629s | oh it's a lot of therapeutic yeah work |
2638s | like just I'm just gonna apply some |
2641s | textures you know just some details just |
2644s | relax |
2645s | I mean we're not necessarily going |
2648s | through this process for every single |
2649s | face because that would just be wasteful |
2651s | right like a lot of this stuff will have |
2654s | on a layer and then we can utilize it |
2656s | between phases we do so a lot of the |
2659s | work if you do a new phase would be to |
2664s | you know do the bigger changes where we |
2666s | are adjusting the D overall you know |
2669s | what the shape of it and then we apply |
2671s | all those details to arm to Dax final |
2677s | you know rough now for textures um it's |
2685s | you know combination of again using |
2690s | stuff derived from scans and then also |
2693s | some some hand painting what we have you |
2696s | know all kinds of detail maps that we |
2699s | can throw on there basically you want to |
2701s | make sure that obviously everything |
2702s | corresponds to your actual details in |
2705s | here um |
2707s | and basically it's like something fairly |
2712s | large-scale and then ultimately you have |
2715s | something really fairly detailed and so |
2725s | yeah that's the process again like a lot |
2728s | of this um we basically we have our base |
2731s | and then we utilize this between all the |
2735s | phases we're eating raw meat let's talk |
2742s | about a hair because that's also part of |
2745s | this process |
2749s | the way this works obviously there's a |
2753s | whole bunch of individual like hundreds |
2756s | of thousands of individual here how |
2759s | you're gonna do basically what you do is |
2768s | you just fake it so what we have is a |
2770s | whole bunch of fantastic planes it's |
2775s | just little surfaces with little |
2779s | pictures of hair and then you have a |
2783s | mask which tells it whatever is why it's |
2787s | visible it's black it's not visible and |
2789s | that way we can turn this thing into an |
2794s | actual hairstyle now we don't |
2798s | necessarily place all these out by hand |
2804s | j-just like draw them on like with just |
2807s | like that it automatically fills it like |
2808s | you were to populate trees or something |
2810s | or what we do is we utilize an actual |
2814s | arm like a grooming application in 3d |
2819s | max |
2819s | 3ds max um basically what this is what |
2823s | we're using is a tool called or matrix |
2826s | now this is used in the events industry |
2828s | to to actually do grooming and do |
2831s | hairstyles for or for creatures like for |
2834s | prerendered may be easily found Harry |
2838s | Potter monsters or whatever it's no she |
2846s | haven't seen that one yet you go I mean |
2851s | it's our life actually a be in the nude |
2853s | to then linking I think that will be |
2855s | really good the live action they didn't |
2859s | live action they're going to make one oh |
2867s | well put it on my list um anyways we're |
2873s | not going to that crazy amount of detail |
2874s | we're basically utilizing this to kind |
2876s | of block out just roughly what we're |
2879s | trying to achieve like get a visual |
2881s | reference |
2883s | CJ sorry okay so right now okay just to |
2893s | give a little bit donation what we have |
2896s | is a grooming tool where you come stuff |
2906s | and cut here and do all kinds of fancy |
2909s | stuff these are basically just the what |
2914s | is called guide hairs so these are |
2916s | literally just sort of the control hairs |
2919s | and then everything in between like all |
2922s | the hair that would be between you know |
2923s | two two two guys what they would be |
2925s | interrelated so let's give him a nice |
2930s | bad hair day here and there you go we |
2937s | fill that in not the best look but you |
2941s | know it works |
2942s | I think it's specially with you look |
2944s | with the beard I think he can't pull it |
2946s | off make the beard even crazier Wow |
2956s | let's see you're just so weird to see |
2968s | him from like the the side profile just |
2973s | everything exploding now it's exploding |
2975s | here it's great oh yeah |
2981s | [Laughter] |
2985s | now obviously this is no good |
2988s | like all of these are right now |
2990s | individual no no I'm not even talking |
2993s | about the visual so this is perfect well |
2996s | that is to the game no but in terms of |
2998s | actually like usability like this isn't |
3001s | those level planes here right this is |
3003s | still like tubes well what we can do is |
3006s | we can just simply tell it well instead |
3008s | of cubes put planes here then we make |
3011s | these a whole bunch of thicker |
3013s | whole bunch thicker we reduce the amount |
3021s | and reduce it some more mm-hmm then you |
3027s | start having a starting point right now |
3029s | you know you still need to refine this |
3032s | you know still need to put quite a bit |
3033s | of manual work into this but it's still |
3036s | better than trying to go in and you know |
3038s | place everything manually like for some |
3041s | air stalls and for some areas you don't |
3044s | get a round top like in some cases |
3047s | especially towards the edges you really |
3050s | need to do plane by plane |
3052s | but for bigger volumes it's you know |
3056s | it's easier and it's a bit more |
3057s | straightforward to do it this way so I |
3060s | assume because like obviously they're |
3061s | they seem to have more ball guns like |
3063s | that becomes less as well wood like this |
3064s | where you know like what I did literally |
3066s | now is I can you know I can just go in |
3071s | and basically tell it hey where is this |
3076s | I can just reduce the amount of actual |
3079s | pavers right oh yeah planes in this case |
3082s | it takes a whole bunch of them out I can |
3086s | also tell it hey I won a half or less |
3089s | and less and less so you know this is a |
3097s | pretty iterative process and you know |
3099s | what it's a nice you know way of doing |
3103s | it again like this does not save you |
3105s | from having to do a whole bunch of mine |
3107s | will work on top of it but I still you |
3111s | know prefer this over overdoing and |
3113s | everything so I'm gonna ask how much |
3116s | hair do you need to find on mesh for a |
3118s | realistic look sar you again how much |
3122s | hairs do you need to plant on a mesh for |
3124s | a realistic look well I mean again like |
3126s | what we're doing from from our end is |
3129s | we're just like we're faking it right so |
3132s | for this you know we're just having |
3134s | planes right so it's you know it's a |
3136s | whole bunch of planes it depends on the |
3138s | hairstyle but it also depends on how |
3140s | many |
3142s | on the little texture yes if you were |
3145s | actually gonna utilize this tool to make |
3148s | a proper proper hairstyle well I think |
3151s | it's about a hundred and twenty thousand |
3153s | hairs um for the head for here and I |
3156s | think and you know dun dun like I think |
3170s | it's sixty thousand hairs for beard |
3172s | don't quote me on that |
3173s | that's the that's the number in my head |
3175s | right now yeah so like you know I would |
3180s | then let you go in if I wanted to make |
3182s | probably like we have xtal here stall |
3185s | you know increase that a little bit more |
3190s | yeah someone asked how long did it take |
3193s | you to reach the level of arts called |
3196s | quote where you're at right now and it's |
3198s | 3d art harder than 2d / digital drawings |
3203s | okay like I've been doing this for like |
3206s | I've been working in the industry for |
3207s | about 10 years now um what is harder I |
3212s | mean like 3d isn't a lot of ways more |
3216s | technical |
3220s | so you know what it's two different |
3223s | things like within artistry like there's |
3226s | some differences there |
3227s | now obviously you still need to have |
3230s | quite a bit of artistic sensibility to |
3232s | do 3d as well it that's a tough one I |
3237s | also like how you know you can |
3241s | specialize so it's like I mean you have |
3244s | to train cuz I keep drawing skip that |
3246s | did the more you do it and like tree |
3248s | thee I guess the same so it has their |
3250s | own no of course I mean you basically |
3252s | yeah you need to you know just do your |
3255s | thing and you know work at it and and |
3258s | ultimately yeah you know that's actually |
3260s | good cuz like someone says pics aren't |
3262s | as hard as well for me like cuz I I can |
3264s | draw but I cannot do pics art because I |
3266s | don't have the knowledge for Mina |
3268s | supermart put it cool but I'm like I |
3270s | feel like if you learned that like you |
3272s | can get good at anything as long as just |
3274s | practice practice practice and do things |
3276s | I think it's I mean at the end of the |
3278s | day I mean there's there's always the |
3279s | difference between okay like like sort |
3282s | of the workflow like the tools that |
3284s | you're using and then the actual |
3286s | artistry right like there is like a lot |
3289s | of 3d is very much tied to tools where |
3292s | oh you know right now we looked at a |
3293s | whole bunch of different applications |
3294s | right whereas you could argue that |
3297s | somebody who is good at drawing all they |
3299s | need is a piece of paper in the pencil |
3301s | for um but as it's read artist you still |
3305s | like ideal you are in a position where |
3307s | you know you build up a certain level of |
3311s | skill that will carry over to different |
3315s | applications and different uses |
3319s | [Music] |
3321s | right here let's talk about bosses let's |
3326s | talk about Porter disputer oh let's |
3332s | actually go through the entire thing no |
3339s | spider um okay how do we come up with |
3346s | something like this I mean how do how |
3350s | does someone come up with something like |
3352s | this that is a good question what have |
3355s | they been using like like when we are |
3357s | doing a new boss usually what we do is a |
3362s | brainstorming meeting so there will be a |
3366s | general idea for gameplay and a general |
3369s | idea for you know visuals that has |
3373s | either been discussed beforehand or it |
3375s | will be the result of the very very |
3377s | first |
3378s | brainstorming meeting you just okay this |
3381s | is the very very rough wake direction we |
3384s | want to go into now okay not a new boss |
3390s | this is the concept art of the spider |
3392s | this is basically showing how the |
3395s | process of where we how he how he got to |
3398s | the spider like this was okay I'll just |
3402s | go through it when we did the spider we |
3407s | knew we wanted to have something armed |
3410s | insectoid so multiple acts are kind of |
3414s | creepy as creepy as possible actually |
3417s | and also have some human forms in there |
3421s | so actually have limbs and and arms legs |
3425s | whatnot to you know well make it even |
3429s | more disturbing so that's what is he up |
3433s | here these concepts were the very first |
3435s | ones we we started with that was |
3438s | literally the first ideas visually we |
3441s | came up with um so you have you know |
3446s | this whole theme running through there |
3448s | is some stuff that works better some |
3450s | stuff that doesn't |
3451s | like she's more like a frog |
3454s | some of them look a bit imbalanced and |
3456s | you know might not be super agile you |
3459s | know which is something that we actually |
3460s | wanted from the boss then you know like |
3464s | this is literally just you know kind of |
3466s | gobbling dude chillin on the wall but |
3470s | the idea was like hey we want to have |
3473s | that we've won a half that boss be super |
3477s | like you know good with with you know |
3480s | just going on the ceiling going on the |
3483s | wall all over the place so it becomes |
3485s | erratic and hard to predict where it's |
3487s | gonna go |
3488s | you can't really do this with some of |
3491s | these designs however like this guy that |
3494s | was interesting um so I think out of the |
3498s | first I mean obviously this is just like |
3501s | a selection of you know what we did |
3504s | there was a whole bunch more concepts |
3506s | and a whole bunch more discussions and a |
3508s | whole bunch more ideas I'm just you know |
3510s | giving a ruffle overview um this guy |
3515s | here was interesting right like this had |
3518s | some some interesting fields of it was |
3520s | fairly creepy now couple things um first |
3524s | of all the human element was a bit too |
3527s | toned down like okay the arms yes like |
3530s | its legs down here but ultimately it |
3533s | wasn't that wasn't strong enough right |
3535s | that kinda just blended into this whole |
3538s | mess of legs and and insect shapes so we |
3543s | wanted to push it a bit more also from a |
3547s | gameplay side we wanted to have a sort |
3552s | of a weak spot like a focal point I'm |
3554s | not even sure whether at this point it |
3555s | was meant to be a weak spot might have |
3557s | been some smarter gameplay reason why we |
3562s | wanted well this down here like the |
3565s | exposed lungs in the ribcage so this was |
3568s | done the next evolution were you know we |
3570s | went from this guy to this guy ever you |
3572s | know it's much more like that the human |
3577s | forms the human elements became much |
3579s | more you know dominant in the world in a |
3581s | way in design and also like the |
3585s | the lungs became you know becoming a |
3588s | thing now were okay we want to have that |
3590s | Widow element in here now the problem |
3594s | with this concept was that it was a bit |
3597s | too symmetrical like it looked fairly |
3599s | balanced and fairly if you will you know |
3604s | it didn't have a super twisted look to |
3607s | it yet so the next does not have it |
3610s | twisted probably have to do some some |
3619s | unicorns and and you know rainbows for |
3621s | the next project to kind of get out of |
3623s | this whole mindset but we wanted to push |
3633s | it a bit further so Christmas discount |
3637s | here interesting but let's do a little |
3640s | bit more crazy so again the the biggest |
3643s | issue was just symmetry and you know how |
3649s | much of the human element you have I |
3651s | mean you have a head in there but you |
3652s | know it's not really mmm |
3654s | so over them you know this guy down here |
3657s | we ultimately arrived at what's on boss |
3660s | hour I wouldn't say final concept |
3663s | because that's not what the spot it |
3664s | looks like but this was pretty refined |
3668s | iteration of you know that idea we had |
3673s | at that point so what's going on here is |
3677s | basically you have like a human-like |
3679s | head torso you have an arm you have |
3681s | another arm that's kinda lean the first |
3685s | one it seems I mean I don't know because |
3687s | I don't know how far it is that you see |
3689s | a lot of like the details of like |
3691s | getting more hairy towards spider like |
3694s | features no absolutely I mean this is |
3697s | something where we you know this is just |
3698s | sketches and just you know just |
3700s | basically throwing out ideas like again |
3703s | there was a whole bunch more than this |
3704s | for summary I can't help but like that |
3706s | middle one there it kind of looks like a |
3709s | pool dancing I don't know what it is |
3711s | like upside down it's half spider half |
3715s | octopus I think this is a lot of like |
3719s | cool features to it this is where you |
3721s | like um Lovecraftian is pretty you know |
3725s | there's some really really cool things |
3726s | going on there the problem is it's a |
3729s | little bit too alien for what we had in |
3731s | mind right like this is a little bit too |
3733s | many a bit too out there we wanted to |
3736s | have a bit more grounded and a bit more |
3737s | creepy so you know you know we do all |
3743s | these iterations and then ultimately you |
3745s | know once we have something that we |
3747s | think might work you know we get a more |
3750s | refined a more fleshed out concept mmm |
3756s | so then this guy here right so again |
3760s | just to give a little bit of a breakdown |
3761s | so again we have the know it's very |
3763s | humanoid rightly if you have actually |
3765s | like a for human in there it's just |
3768s | mutated far beyond than just a human so |
3772s | disguise linings back oh there's a head |
3774s | back one arm not arm one leg another leg |
3777s | is literally a full person in there |
3781s | then fertilizer kind of poking out and |
3785s | the idea was okay this is sort of like a |
3789s | split sing like there's still something |
3791s | human in this crater that is self-aware |
3794s | enough to figure oh I do not a doll |
3799s | enjoy this like I'm not what the is |
3802s | going on |
3804s | well but then the spider element is |
3809s | really what is sort of like the insert |
3811s | to it element is really what it's |
3813s | driving and the the person is just along |
3815s | for the ride if you will |
3818s | hey creepy twisted it so taking that we |
3826s | did a first just really really rough |
3829s | test model monkey whatever it sells the |
3833s | idea |
3833s | um just a test is going now it actually |
3840s | you know for what we had back then |
3843s | gameplay-wise |
3844s | this all made sense like this was a bit |
3846s | more back then the idea was a bit more |
3849s | um of a character that would be running |
3854s | away from you that wouldn't actively |
3856s | engage you it would just basically be |
3857s | trying to sneak off and and and you know |
3861s | let other monsters do its bidding for it |
3865s | very yeah like a scared thing that boat |
3871s | could other things on on you on you now |
3875s | the design worked for that the design is |
3877s | supported that however the actual |
3881s | gameplay wasn't fun so where the design |
3883s | that worked for gameplay but the |
3885s | gameplay wasn't really what we needed at |
3887s | that point so okay there was some |
3891s | iteration set on the actual design like |
3893s | the game mechanics off the walls were |
3896s | okay let's make something that it's much |
3898s | more aggressive something that really |
3900s | gets in your face that attacks you but |
3902s | then also runs off and you know sets up |
3904s | another ambush Wow |
3907s | what you now know as the spider um so |
3912s | that needed to be reflective visual |
3914s | now from this point forward we didn't do |
3917s | actually any more harm like 2d |
3921s | concepting we basically from here on out |
3924s | we started doing 3d sketches and and |
3928s | like prototype models how are we doing |
3931s | time boys I mean we have an hour okay |
3935s | then I can maybe actually shoe dance |
3940s | you have a whole hour where you can talk |
3943s | still so that's alright okay I can um |
3947s | give a little bit of them more in deep |
3951s | depth who you are just going |
3956s | it's gonna take it off |
3964s | [Music] |
3966s | so yeah anyways like basically we needed |
3969s | to get something that reflected this |
3972s | more aggressive and more willing to |
3976s | attack the player game mechanic right |
3984s | and what we did is just a whole bunch |
3988s | off of iteration on top of this |
3991s | originally design working in 3d those |
3995s | character art and and cons about just |
3997s | going at it trying different something |
4003s | that people have asked like is a spider |
4005s | meant to be a man or woman like what was |
4007s | the human it's literally a person stuck |
4014s | in there it's mutated beyond recognition |
4016s | so it's mutated beyond race yeah I mean |
4025s | I'm not sure what procreate hopefully |
4029s | not so okay that was that you know like |
4036s | that first test thingy and then we had |
4040s | something a bit weird and imbalance |
4043s | feeling but obviously this is much more |
4044s | spidery where animal just you know this |
4046s | is more insectoid you know with the |
4049s | angle of how the legs work just became a |
4051s | bit more base was also like towards like |
4054s | face or yeah so yeah like okay this is a |
4066s | bit weird this is a bit imbalanced |
4069s | ultimately this is the the guide and |
4072s | that actually got approved like this is |
4077s | the the 3d sketch that actually got the |
4079s | sign-off which is very much mirroring a |
4084s | spider right so you have like very much |
4088s | inflated like abdomen here consisting of |
4092s | you know just in this case there was |
4094s | still like this kind of membrane |
4096s | I'll bet whatever so it's actually the |
4099s | different stages of mutation pretty much |
4102s | in a way like we went through the whole |
4105s | process and ultimately then arrived at |
4107s | yeah what do you would you not have in |
4110s | the game but you know a lot of the of |
4114s | the original elements we had in the you |
4116s | know the design are still reflected in |
4118s | right so it's very sector would you know |
4120s | we wanted to have something that has |
4122s | human shapes so again there is a literal |
4125s | human but then even the you know those |
4128s | mutated limbs are like okay that's like |
4132s | an arm here that's just like the hand |
4135s | section of it is very much it elongated |
4139s | same here I don't mean you have sort of |
4143s | reminiscence of human anatomy shapes in |
4147s | there anyways um that was the the the |
4152s | concept that's really concept that was |
4155s | approved arm now at that point what we |
4159s | did is again like with the first model |
4164s | we did a test um we actually put that |
4166s | guy in the game to see whether it works |
4171s | at that point the the the game mechanics |
4175s | have been adjusted quite a bit we now |
4178s | had something that reflected this whole |
4180s | idea with a more aggressive boss um and |
4184s | well we wanted to see whether now this |
4187s | new design would actually fit that so we |
4192s | made this this prototype model and well |
4195s | turns out everything works right so once |
4199s | that was done then we we really fully |
4204s | committed to taking this guy to be the |
4208s | final spider so I can quickly show you |
4212s | that bear with me |
4219s | so this is now like sort of a more |
4222s | fleshed-out version where like we you |
4224s | know everything is kind of cleaned up um |
4227s | obviously this isn't you know the final |
4230s | model by a longshot but this is like |
4232s | just shape wise yeah |
4234s | and whatnot this is kind of lockdown |
4235s | what you'll also see is that we ended up |
4238s | going from the actual full human head |
4240s | that we had in there before you know it |
4244s | was originally like this guy stuck in |
4247s | there oh actually that actually answers |
4249s | the question it was a man okay |
4253s | design-wise this was just like oh we |
4256s | want to put a face in there that's kind |
4258s | of screaming out technically it's a guy |
4261s | I still I don't know I always but you |
4265s | know this is really like this is not |
4267s | really fear like this is not something |
4268s | that was really about to be this was |
4274s | just like okay let's let's it's a person |
4276s | representative off the idea from the |
4279s | lower side of we have that as an answer |
4280s | um we'd probably have to talk about |
4283s | phone scene and then same as with the um |
4292s | you know what we did with the with the |
4295s | head before we now go in and we just |
4300s | detail out of it so I'm right now on |
4304s | like this is all split into different |
4305s | pieces whatever you know just add more |
4308s | and more detail to it you know on |
4313s | different layers you know we have |
4314s | everything you know this is something |
4316s | this is like this repeating um thing you |
4319s | see we always you know we had large to |
4323s | small we we kind of work in our detail I |
4325s | was a human mutated into spider-man |
4329s | mimicking yeah it's basically like okay |
4333s | you have a human that kind of something |
4346s | yeah you just |
4349s | at all that fancy detail and you know |
4352s | you have like like at this point there's |
4355s | also like okay what are we doing with |
4356s | like you know what's the feeling of this |
4359s | so like for a lot of the you know the |
4362s | surfaces we've been looking at mole rats |
4364s | you know yeah it's just really wrinkly |
4368s | skin right that's something we want to |
4371s | do have for for some of these elements |
4372s | here where you know it's very loose |
4375s | wrinkly nasty skin and then you know |
4378s | much more lean and and you know winds |
4381s | popping out for other areas you know |
4383s | there's a whole bunch of things then |
4385s | going on where you know we try to figure |
4387s | out okay what is this actually oh where |
4393s | is my goo more detail |
4401s | so yeah then ultimately our something |
4404s | like this this is done pretty much do |
4408s | the final high poly model off the spider |
4411s | I like how you can still see that summer |
4413s | like hands because obviously you don't |
4414s | get to look at it like that the feet and |
4416s | stuff no but I mean like again like the |
4421s | idea was very much to have like yeah |
4422s | there's still some humanoid things going |
4427s | on right you also kind of see the |
4428s | footprint here right so this is you know |
4430s | kind of diagonal here it's the guy like |
4433s | this is torso head arms then to actual |
4438s | human legs and then like these two legs |
4441s | here and um these two like here that |
4445s | will be the ones that kind of you know |
4447s | mutated in in a way you could argue |
4450s | actually never mind I'm confusing myself |
4454s | right now with how many legs they are |
4457s | anyways there is like there is a full |
4461s | person in there and then we just |
4463s | basically add it on top of it right that |
4468s | is the the high resolution model of the |
4471s | spider |
4471s | yeah I know a lot of people were like |
4473s | it's the new boss coming it's a new boss |
4474s | come he has a new boss is coming |
4476s | and a new way is coming we actually had |
4478s | a pretty cool playtester day after new |
4480s | boss I mean my interests we had I mean I |
4485s | haven't even done the new eyes but yeah |
4490s | more on that another stream |
4492s | unfortunately not today um okay oh I |
4495s | just I'm horrible with public |
4500s | [Music] |
4503s | so many pictures so yeah |
4506s | Spyder final model and then very |
4510s | similarly to what we did like on the |
4512s | face where or on the under duster you |
4514s | saw where you know texture it in |
4517s | different applications you ultimately |
4519s | get the final in-game model like the |
4525s | hair again it's done in the way that you |
4527s | know we discussed before it's very |
4529s | similar I think some of these are |
4531s | literally just individual hair on a |
4533s | plane because it's like this kind of |
4535s | stiff spider you know I think there's a |
4541s | specific name like the the the like the |
4545s | bristles on like anyways so yeah the you |
4552s | know a lot of the the process is and and |
4555s | workflows you know apply to different |
4558s | models it's just you know you use it |
4561s | differently right you you employ these |
4563s | things in different ways like a special |
4566s | like the armor denies okay oh wait what |
4574s | was that |
4575s | what is he wit socks he's a pretty no |
4586s | you like it I do like it I actually like |
4588s | it that's how we do our thing that's how |
4596s | we create the characters for this game |
4598s | yeah so I think some of you have |
4602s | questions obviously as much as you have |
4605s | burning questions about anything that's |
4606s | not related to character art please ask |
4609s | your character or related questions |
4611s | because that's why he's here he could |
4614s | tell more please be in-game well who |
4618s | knows you know it's Christmas coming up |
4620s | soon see it does make a spider very cute |
4625s | it's a it's a very festive happy it's a |
4628s | happy spider he's still mutated and he |
4631s | has his ripped |
4632s | and everything falling out but it's it |
4634s | has cute cute little socks now and |
4636s | little boats and the hairy Christmas my |
4641s | gift is your face character ID question |
4644s | did he lose his last second attire I |
4651s | just wanted to put the spider socks on |
4654s | where he touches the ground I could have |
4656s | put maybe a glove on the last one maybe |
4661s | yes like once we have the new boss we're |
4665s | gonna do another extreme yeah so |
4667s | obviously we can't share anything yet as |
4670s | much as you all want to see the new boss |
4672s | we will it will come in due time good |
4675s | things you know need some time to get |
4677s | prepared until they're done so we just |
4679s | need some more time and I I mean we'll |
4683s | let you know when it happened there's |
4684s | also new yeah the new way there's new AI |
4690s | coming that's coming relatively soon |
4696s | [Music] |
4701s | exactly we're not giving any dates or |
4704s | anything but like they are in the works |
4706s | and they're both really cool and I'm |
4709s | pretty sure you guys will like them or |
4711s | despised him because they're annoying |
4714s | but no um let me see |
4718s | [Music] |
4720s | mmm any new hunter models and the works |
4723s | but I'm so for the last couple months |
4726s | we've been focusing on other things |
4729s | um similan ders were a big topic but we |
4732s | were also working on you know boss |
4735s | enemies I think we've also announced |
4739s | some some specific grunts I think we've |
4743s | actually kinda had them already in a |
4745s | stream at some point we have a couple of |
4751s | things for hunters but it's not been a |
4755s | huge focus lately like we've we've been |
4758s | mainly focusing on |
4760s | [Music] |
4765s | okay someone asked where did you start |
4767s | were you going to school for this did |
4770s | you get a job somewhere or did you learn |
4773s | to mainly yourself and what was your |
4775s | first job in the industry this is more |
4776s | like a personal question but yeah so I |
4780s | originally actually started studying |
4782s | philosophy which is a completely you |
4785s | know um but no like ultimately I figured |
4790s | okay I want to do this as a job as a |
4792s | career and yeah I studied in Austria on |
4796s | such book are you Austria yes |
4803s | [Laughter] |
4807s | I'm Austrian that's why should I do in |
4810s | Salzburg then I had my first gig and in |
4815s | Norway and a company there that you |
4819s | might have heard of fun fun they're |
4821s | doing my Mother's Day I think the last |
4828s | thing that we're doing was coming on |
4830s | Naxos which is yeah and I mean like |
4840s | Kamini speaks German so I mean I mean |
4842s | Austrians speak German - so amusing yeah |
4847s | yeah oh we need a question someone says |
4852s | where did you study for me ask is he's |
4854s | from Salzburg Hawks at Augsburg the |
4858s | University of Applied Sciences okay let |
4864s | me see so where did you think |
4865s | inspiration from the character tattoos |
4867s | so do you do that or it does um those |
4871s | were a fairly lengthy process to really |
4875s | figure out what we were gonna do there I |
4877s | did not do these in terms of design um I |
4880s | screwed among on the model but the |
4882s | actual designs came from Martin Martin |
4884s | jean nicolet concept artist |
4888s | basically we wanted to find something |
4890s | that would be |
4893s | well crude enough to where you could |
4898s | believe that the hunters would actually |
4899s | do them themselves right where it's not |
4901s | this really super fancy intricate design |
4904s | but then also interesting enough and you |
4907s | know kind of again going with that whole |
4911s | supernatural wipe having some of that |
4914s | reflected in the twos and yeah that was |
4917s | a bit of a process figuring out |
4918s | specifically what we wanted to do with |
4920s | those mm-hmm um I'm also know that some |
4924s | people want to know about customization |
4927s | obviously how I don't know if we |
4930s | actually can share anything about it |
4933s | like how detailed it would be but I |
4934s | assume we just start with like having is |
4936s | the lab getting like light and dark no |
4945s | customization right so well I'm not sure |
4950s | how detailed I can go yeah exactly like |
4953s | we can't change I mean it's it's not |
4955s | gonna be as detailed seen what the |
4958s | breakdown you saw earlier yeah it would |
4959s | also not be I don't know do we know if |
4961s | we will be able to change skin color I |
4963s | don't think so um okay I think this one |
4966s | I can probably answer without getting |
4968s | demolished by Dennis this is gonna be |
4972s | okay you you you will basically |
4974s | customize the clothing a hundred layers |
4976s | so if you have a dude you're gonna |
4979s | basically be turned changing what he he |
4981s | wears that is the idea right now this |
4983s | might change obviously nothing is you |
4985s | know completely final because any other |
4993s | art related questions would you guys |
4995s | ever make an art book I mean I think |
5002s | it's a lot of work like we did an art |
5005s | book for eyes well actually we didn't |
5008s | somebody did for us which was good |
5012s | because that yeah that is a lot of work |
5014s | yeah um would be awesome to half there's |
5017s | a lot of material that was created for |
5019s | this game that you know hasn't been |
5021s | shown and you know it could be |
5022s | interesting to see how everything came |
5024s | to be |
5026s | buddy out as of no note that I know off |
5030s | then I would curious I mean I don't know |
5033s | if like Worcester is there ever been |
5036s | something that you know 100% is not |
5039s | going to be in ever or use that you |
5041s | thought was a really cool idea okay I |
5048s | have an answer for this question but I'm |
5051s | not of any I don't know if you just made |
5056s | it worse by not saying it nothing bad |
5062s | but I don't wanna also like like okay I |
5070s | was specifically thinking about both |
5072s | ideas and now like the moment I comment |
5074s | on that it's gonna be like a okay like I |
5077s | don't want to spoil anything because we |
5079s | want to have something you know well |
5081s | that's why I said something you know |
5082s | never make it in the game exactly |
5084s | because you know why you know like if I |
5086s | now say oh that's it then at the very |
5090s | least okay people |
5091s | they'll know okay that's not a ball okay |
5094s | yeah exactly |
5100s | do you know if they what no okay |
5104s | are we gonna do do more questions about |
5108s | character art so nothing related to |
5111s | anything else let me see if we can get |
5116s | two good questions |
5119s | [Music] |
5125s | should've buried so we already show in |
5128s | the barracks what is a reasonable |
5130s | Khopoli count for a character in honcho |
5133s | okay it depends on the hunters are the |
5137s | most ethical characters we have because |
5139s | that sort of you know where a lot of you |
5142s | know |
5142s | the identification for the player comes |
5145s | from so you want to make is really cool |
5146s | now I think our hunters range from |
5150s | anywhere between like forty thousand to |
5153s | maybe fifty sixty thousand mm-hmm |
5156s | triangles for the most detailed model |
5160s | like this lot zero obviously then we |
5163s | have all kinds of optimization to cut |
5166s | that down if you're further away from |
5168s | the character you don't need to see all |
5170s | that detail now something like a grunt |
5172s | or or something of that kind you know is |
5177s | much simpler in or less important enemy |
5180s | you know that could be anything up |
5182s | between like fifteen thousand um to you |
5186s | know thirty thousand I just didn't start |
5191s | if I missed is but how long does it |
5192s | normally takes to sculpt a high poly |
5194s | model like the spider in ZBrush and |
5196s | textured in substance and this is always |
5199s | a very very tricky answer to a question |
5202s | to answer it's just yeah there's so much |
5206s | iteration going on usually like it's |
5208s | very rare that you get you know from |
5211s | start to finish without changing things |
5214s | like even just you know looking at the |
5215s | spider design and how that character |
5218s | evolved there was so much iteration |
5220s | going on where yeah then it's also you |
5223s | know like let me quickly go back here |
5227s | like we will do our our little prototype |
5233s | model right and we dropped it in the |
5235s | game and well basically at that point |
5238s | we're not gonna do any more work on it |
5241s | until it's been finally approved and you |
5243s | know everybody is happy with where we're |
5246s | going because if there is any problems |
5248s | well we were just awaiting at a time so |
5251s | you know there's pauses in there you |
5255s | know you start focusing on other things |
5257s | for a |
5258s | it it's it's tricky like usually okay |
5264s | just to keep a ballpark figure |
5265s | I would say four you know if we really |
5268s | just sit down and you know we'll start |
5271s | to finish without any distractions work |
5273s | on a character anywhere between six |
5275s | weeks for you know something still |
5278s | reasonably complex too if you you know |
5282s | go really crazy all out over the top |
5284s | like some of the characters we did on |
5286s | rise can take you know ten weeks 11 |
5289s | weeks 12 weeks it's really dependent on |
5292s | what it is |
5293s | how much iteration there is so it's it's |
5296s | a tricky one |
5296s | okay last question in from Gregor do you |
5300s | use git bash sets for inspiration when |
5302s | seeking for design ideas as in while |
5306s | prototyping concept designs we use |
5310s | anything we can get our hands on I mean |
5311s | basically a lot of TD you know design |
5316s | process it doesn't matter how fancy it |
5320s | is as long as it sells the idea right |
5322s | and in that stage whatever works right |
5326s | like you get bash you just like on the |
5329s | spider like you have that head that I |
5332s | just took from some other character and |
5334s | I just plugged it in there and you know |
5336s | that's what we went with I do think the |
5340s | Christmas spider I love all the little |
5342s | socks I do like that he has like and |
5345s | he's just missing one of the pairs that |
5347s | could have been on that other leg it's |
5349s | just gone it's just bad was getting it |
5355s | sucks together |
5356s | I say he's one of those guys it's like |
5358s | there's always a missing sock and okay |
5361s | we should just put the sock somewhere in |
5364s | your level as an easter egg and then in |
5365s | his mouth okay uh but yeah that is |
5370s | pretty much it for today if there's one |
5374s | thing you want to say like alas a |
5375s | close-up or whatever thank you so much |
5379s | for listening um you know I hope you |
5382s | really enjoy the stream and hope you you |
5384s | know either |
5386s | figure it out a little bit and learn |
5388s | something but how we do our job um |
5391s | or at the very least you know saw some |
5393s | cool stuff that was nice to look up yeah |
5395s | thank you and I'm sure we'll see you |
5398s | back for another future stream at some |
5400s | point for like you know new boss BMO |
5402s | hunters stuff like that so thank you |
5406s | guys so much for watching obviously you |
5408s | can always regret you too but if you've |
5409s | missed a stream and yeah we'll see you |
5412s | guys next time so have a good day |
5427s | [Music] |
5438s | [Music] |
5445s | [Music] |
5456s | [Music] |