Inside Look of Beyond Good and Evil 2 with Ubisoft Montpellier - 2019 ZBrush Summit

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[Music] cook do you hear me drunk in my sickbed after eating your miraculous space chili what you mean our food is healthy bigger a captain to crew then monkey in the Cronus I repeat monkey down try to copy that captain a page where we could use your space chili to overclock our engines negativo me amore only you can melt my circuits keep laughing fools you bring it to the good cooking [Music] I repeat looks comment what have we got all together Chuck nada hey hey wait I see something free o'clock stop oh it is massive but get back here Sonny [Music] [Applause] [Music] [Music] [Music] [Music] [Music] [Music] [Applause] [Music] hello everyone thanks for inviting us it's a pleasure to be there and share with you all our experience on behind good and evil - so the official trailer does that you just watched right now is the result of a collaboration between Ubisoft Montpellier and unity match in Paris so today we will focus on all what we've been doing in Montpellier studio as all of us are representing this to do so well let me introduce again all the guys from our team on Toni Pascal really really clever and talented the character artist and I'm in charge of the art direction on characters on BG too so we had to since couple years we working on this project and we of course have a lot of character to design and we had to also define all the production pipeline so what was our creative guidelines and our main Shannon on on it so first challenge originally behind good and evil is a cartoon game which has been launched 16 years ago by Michelin cell and while today we have the mission to bring this IP to a new generation of gamer so what does it mean in fact is that we have to analyze the look of the psyche and the question is how to make this IP evolve from a cartoon style to more major and realistic aspect second challenge while bg2 will be a prequel of the original one and it will be and it is a space opera in this respect this space opera is crowded with some space parrot we will fight an established order we which means that we've got lots lots of character to design and we all of course I have to make them consistent with this world so the player will play one of these space pirate and he would be able to customize I customized it as much as he want so we had to focus a lot on our piracy look and feel and that's why we've been doing this concept art just to define our space pirate fantasy so it doesn't mean that all those character will be in the game but it gave us a good idea of what we're looking for so what are we looking for we want some diversity among our parents diversity of size of Morpha type or gender diversity in the dress style so this display will be based on several several Earth's culture and it will be based also on pirate references and of course we need a futuristic treatment because it's a space opera and all this diversity will give a rock-and-roll tone to our character but what's so special about being good and evil it wouldn't be possible to describe eg fantasy without speaking about the hybrid representation so we propose in BG and this is our third challenge we propose a large amount of I breeds among all characters so the question is which looking field do we want to give them we wanted to keep clearly their animal aspect even if there is a genetic mix between human DNA and animal DNA we just don't want our artists to look like the monster that's why it is so important to always recognize the animal in the look and so you see today all the tricks that Antony and Pascal are using into in ZBrush to get that as for me I will focus on the conception part and the art-direction part okay so if you of course any question we can could we please transfer to them at the end of the presentation so let's start with Paige Paige is probably one of the most iconic character in BGE originally he's the best friend of Jade who's the main character of this game so you could imagine the importance of him and so we the our main goal was to bring a new vision of him without destroying the old one and so how did we do that first step we start with some 2d artwork just to figure figure out which emotion we want to give him what will be the narrative part that he will have and at this stage everything is possible the only question which is important is what's mixed page identity secondly Paige got a very long history and I don't know if you noticed but in the original BGE which was more cartoony we Paige was based on a really primitive shape around primitive shape and well it makes I'm much more easy to recognize so while we decide to keep this philosophy and that we decide to pass from round shape to a more exact unnal shape just to bring a more major and tough feeling so that's why I use a weight on the screen just to as a symbol of what we want what emotion we want to give to to Paige this shape process I think it's it's also a very simple way to communicate with character artists so that's why we as all our processes based on a collaboration between the concept artist and the character artist we need those kind of tools to speak together and I will let now a Pascal go further with a page creation process and I thank you very much oh do you or me yeah okay good first I would like to say I'm very glad to be here today with you guys after so many our learning from the community I'm really a bit today to share my tips and experience with you so okay let's talk about the process of creation of page everything we will see now will be focused on ZBrush first on projection we have a basic casual process when we creating a character first concept artist providers beautiful image and then the cutter artist is try to match as much as you can on it but for the creation of the crater inside the for the trailer we have chose Sebastian and me to try Nova process we call it the back and forth process out walking is pretty simple in fact it's it's big communication between the model and the concept artist and we make a lot of iteration of the character but together okay that's not splitted it's we are working together so to explain you we have some slide of this so we start with the most complicated part of his Carter it's a head so Sebastian give me concept out of the head and asked to me try to match on it okay so I've made a rough and as you can see a grim a death of page after some couple of hours and then Sebastian provide me a comprehensive feedback of the character you want I mean at the beginning of the process or the feedback our macro feedback and I make my my my ping-pong with him and after that also feedback going more in details on the characters and what was done what you can see has been done in three days so we can see this process work for us it was really efficient and it's a good way to understand what the vision of the cutter artist of his character and for me to improve myself strong to the to the thing autonomy another slide so after that I just created the closest and the body and not nothing special to say here but what I want to say its introduction we'd never take too much time to to make some coloration to use sorry fully paint something something like that but I do like to do that because it's it ever you to have a preview of your character I'm sorry and it gives you the idea of the what could be looked a fine and wonder and at least tape you you need to do it very roughly don't create any confusion but only a preview of your character and this is the 3d model sheet we send to unit image unit image was are outsourcing cgi studio or create the trailer you see at the beginning of the presentation and why we are creating of 3d model sheet I don't know if I speak of it before to start but ok all we have to do it's it was to provide a foodie model sheet of character instead of to date model sheet because it's more accurate and outsourcing studio was able to pick or ztl file and begin to start on it so this is result of the character who they have made so as you can see it's very close to a cartel that's why we were very appealed it and the level of detail of quality was just incredible we are a lot of talent in with units image we are pretty happy to work with them so I will show you some of character with the same process I don't know if you know but Misurata is called Jade it was the main character of VG to PG he won in fact so that's why this cutter was really tricky with this light decide to to show at the end of the trailer so the second challenge for me was to create two teenager characters and what I do to achieve this was to try to make our eyes a little bit bigger around our chicks the noise no little bit higher and something live act something like that to every other look we want and after that I have created also a preview that it was the same thing for Paige in great and rerender but weave weave hair and and this time it was a the cutter was posed because it's for it was for the movie and it was to to be sure the look was was good enough for us and missional sell to the final shot because it's always better to to change something on the character when you when you see when you are in ZBrush at this stage we are always able to move something it's okay video game for example if you don't do that you need to make you wrote apology something like that so it's a lack of time you lose your time and same process for another character she's called Yuma so for her as you can see the same process modeling and a preview and the final render mentioning for us was to capture her look it was also based on concept of from Sebastian and we were really pretty happy to the result unit image provide rest she is for me one of the most iconic character on the trailer so I'm pretty happy to to show you an exclusive video of the making of of the represent the collaboration between hers and unit image for the trailer so enjoy [Music] [Applause] [Music] Rock in the place of why don't we give a toast with our glasses and let's lift it up and to be closed in our caches and don't ask us cuz we don't grow with the masses we travel in the space a place you can inhibit we give it our own Sun we give it up we know but we're doing yeah we're gonna have it you know what I mean we pushing the machine moving so fast as the seat is gonna blow casting thank you okay now I will let sound Tony shoe it's my amazing walk on a special character we have in all games so when Tony if you want hey guys I'm gonna I'm gonna talk about the Rhino which is one of the biggest playable character we haven't done with any virtual so after the trailers we adapted organ production to apply the same process we use on character like page first it was a good way to improve the time of prediction and the caliche so I'll go over all the steps of the character creation pipeline well in Ubisoft Montpellier at first the world concept was in charge of developing the vision of the world is doing some concepts to illustrate the character in his environments this allows to understand the role of the character inside the world to give more context about the rhinos they are massive and powerful characters used in this world of clones to be slaves working in very tough places like minds as donkeys and when there are free most of them use their strengths and their abilities as mechanics to repair and and make pirate spaceships so this is the first concept Sebastian made to give the art direction of the character and this image allow me to create a reference ball see the step I think you really need to do when you when you begin to script anything especially if you want to do something that looks realistic here I picked on the web all images that I found useful for me references of rhinos muscles bones and shapes for example but also more artistic pictures to give me ideas of fitting my main focus is to make my Rhino believable so starting from my board I made a rough model with ZBrush this version is the first model I sent to SAP after 4 hours to start the back-and-forth process quickly one of our best challenge is to make every playable character engaging for the players so as I said in the beginning we don't want hybrids to be monsters and here are the evolution of the character so the back and forth we had with them I usually made anatomical proposition and said give me feedbacks on consumer conceptual notion of the character by over painting my renders until we arrived to this version of which we were very happy so during the conception you need to understand that we obviously didn't want it simple rhinos head on a human body we are primarily looking for a culture which is based on the idea of a rhino but goes fossa and reflects a strong human personality take the ice for example there are four were looking in a position to real rhinos and the mouse is more adapted to speak or to express human feelings and here is the final result we had rendered in real time after a quick colour test another point is that this character has a strong legacy or rhinos were a fun character with really cool Jamaican vibes in the original Beyond Good and Evil game and we wanted to have a new interpretation of what this character is sixteen year later Indian culture and here's the final model into ZBrush I will be pleased to to show you the model at the end of the presentation if we have time and if you want it and so now I would start to share with you some tips we are using on the characters of Beyond Good and Evil 2 to help us presenting yourself about the characters first we make a very good pose on earlier to have a better idea of the proportions and to have a more natural look of the character we always prepend the eyes and apply a glossy material needs to fill the character more alive we also use poly paints when we make clothes so have a better perception of the different layers here for example I did it in greyscale and finally her may be important to get the identity of a character so we use fiber mesh to put a type it's it's a very quick solution and a really good target to do the to create in-game air cuts so now let's jump into ZBrush I will show you some tips I'm using right now on the on their sofas objects here for example on my walkie-talkie I wanted to make a grid so and so to do it I use the light boolean so I add first a box and then I had some simple shapes in substract mode here in line and with light boolean activated so as a reminder a reminder like women is is a really nice way to explore new shape in real time when you you don't know what exactly what you want and from it's really fun to use so when when you when you're up here with your result you can go there in the option and the the further option in the boolean photo it makes me a collapsed copy of my father and now to make my grid I use a real cool option of the gizmos 3d I control drag a copy on the exact distance that I want and then I let go of control and continue dragging to make copies to the exact same distance okay that's it and for me it's really cool but amazing feature I'm using it all the time in many occasions for example I use it in this grid to make with simple cylinders and substract Nadia it's a really helpful and now I would like to focus on the the neat hat of my of the Rhino and I wanted to do something that looks realistic and but to do something quick so after looking for many solution for me the best way to do it was Nana mesh so I will go to I'll show you how I'm going from that that it's it's easy in fact you I started by sketching a rough hat and I'm and I was using zmodeler and zremesher on [Music] polygroups to have a circular topology like this I can show you if you want so first what I'm doing is adding some some police just at a group I use brush the smooth brush smooth group so they secure a circular so when I'm have this kind of this kind of shape I can sorry first I duplicate my my object to make these kind of modifications so when I'm happy with that when I am my first circle what I come doing the dua is green my invisibility of the the of the polygons and again so I I know that it is possible to do with per group it but I like this this way to do so means as pretty is easy to prototype and then you can have secured circle around your new hat and you can draw you can project on your first hat to keep you to keep the relative shape and you can and you can use polygroup drivin by by the that we measure driven by the polygroups to to have this kind of result here i separated all my poor groups trying to have a twelve an equal density on all my polygons in order to have a better control and better repetition of my mine Animesh so i can show you an example so first i will select the zmodeler brush okay I will take choose the polygon action in certain Animesh on purple group and I will pick by pressing M button a neat pattern i I made with choose if I made it on this kind of topology as you can see the polygon as bigger the you know than here you will have your pattern that I was a bad density so that's we don't want this that's why I made this kind of topology so I drag and drop all my patterns on all my four groups so as you can see the result is is pretty cool but a little messy so to solve the problem I can go there and modify topology click on align edge now it's more regular right so all right all I need to do now is to go to the nanomesh panel and tweak all my values so show plasmon is to hide your own reference mesh you can change your irritation with even the lens and when when you're happy with your polygroups you can pass to the next one by changing the index here and again change your values etc until you arrive to this kind of result so now unlit Pascal closed account the presentation with this time a human character [Applause] she didn't speak okay it's my slave yes actually the trailer or benchmark for the game and but which [Laughter] okay to be honest we were a bit jealous when we saw the character from unit image No so we wanted to create our own CGI character ceejai look character because we still on game but this character we drive all of research and development on the new engine we have on on dg2 so this correct mine drive together all technical and artistic are challenging in so I will show you the concept art of these characters this is an amazing concept of from Yamaha and she is in jet peopie right iam provide me mood ref of a lot of things for air cut for the materials lot of it's very very helpful for us too when we create creating our characters and creating also substance of material something like that oh okay gems are directly in the result we obtain after a couple of months to achieve this character so this is a calibration render we are we are doing to be issue the shadow working well in any kind of lighting setup you know just a beauty render to know are with inclusive include of you as you can see she have a tattoo in self illumination and some beauty renders that's all okay thank you thank you it's it's really cool when you are coaching caring video games when we are able to create I Han characters thanks to next-gen is coming so it's pretty good for us okay I will make my share of experience of this character and will retain only two points where a game changer for me and us and always focused on ZBrush don't worry so Oh ready yes texturing XYZ they they make pretty good project what caused the multi-phase channel it's for me is what really an amazing an amazing tool because it's providing no seams it's easy to use you can do it in Photoshop provide a lot of map map you need when we will be your shadows we are albedo you specular map your melanin map and use your immigrant map so a lot of things we are really helpful to create accurate shader today we will focus only on the displacement map so as well I don't know if you use this basement automatic photometric full sorry photogrammetric maps but they are they are spitting in three parts secondary to me crew details as as I say the displacement map was appeared on our face it's not it's different but using for example Mary with stamp and you you press the information of mister we are faced with area this area and and sometimes we have some problem because you have seams in fact it's not very accurate so by this weight was very easy so my advice is to create three layers in ZBrush and and adjust the intensity of each layer to obtain the result you want so this is the shape of my character I need to clean I don't I need to clean every details I have on it I just need secondary details of this good and after that I'm using the texture guys y'see tool to create the detail of skilled and to show you how it's it's working because as I say every maps are matching together they are very well so this is your albedo it was tweaked in in Mary to make makeup and some scars or something like that as you can see the displacement map and and the albedo is matching very well and just here finish this is a final result we obtain two to create our skin okay the second thing we think what's very important it was about the scans to create realistic character you need to use can obviously you can do about you got that without scans but it's pretty more difficult to be honest using scan depress me extracts you and I don't know through for me it's just the lack of time of cleaning on something like that at the end you never have the track that you want in fact you you pick some some information from people you can you can't meet in the street no game it's okay if you want to create a crowd people already no problem for that but you know again we want to create bigger than life characters because a little amount of clones you know in early universe so we want to have read different characters so we have used can at the end but wheat wicked them so this is an image will explain you and show you the difference between our Nationals character it was a good way to experiment some things when I created treat these characters the first best version of the left is a very fast version of the character she was done only too much on the concept art we have and after that we have chose the most closets can we have a woman and we put the disc on of this crater and as we can see the cartel is look more realistic but we is not you don't remember this character is not this kind of cutter we want it so we have Twix at the left that's right three the the final version and it was tweeted in in zbrush by the end and it was working very well now I would like to to show you some other experiment we have done here as you as we have some tools we're at Ubisoft to to mix some scanner and that's working very well but actually at beyond we delivered we did not have this tool it's not really so I tried to do that to do it in ZBrush and but was walking but not so bad if you want to have the first intention of characterized it's it's it's okay to do that so I will learn I can delete you thanks okay I have this climber office it's working very well because it's based on the same base mesh so same vertex order that's why we I would be able to make some friendship so this is okay my my base okay yes I forgot to say that but this character was done today is two years ago two years ago and it was pretty cool but we wanted to update this guy we want to make a new version more realistic so to do that we don't didn't have the perfect scan so we have used we chose this one because the ears he has large jaws and he could looks like to a character we want it so the tricks is we have a lot of face we're sharing the same bad mesh and I will take some some features risk of his character as the eyes for example perhaps the noise and the skirt here okay so to do that and we go to the river one of subdivision okay great one of subdivision and I will export okay then what you want yes and just I have to do is to go on the same level of subdivisions damn out there and storm I'm off target okay I import last mesh as used to make a switch and now I'm select the zone of my face I want to change I don't know if it's a perfect more flow of pie but it's very fast so just to share with you okay what I do now is I I hiding my mask Thank You symmetry and don't like his nose okay better forgot to duplicate my soup - it's like what you say I am hey thanks Anto okay it's not a problem I do like to do another things it's i duplicate my old version just to see what's the difference twitter orders a new one okay so that looks quite better but they want to change each month as a remainder character and target is more like that no that'd be too angry or so we take business to do that before because all the shape of every face are not placed in the same for not face the same way i just think before if i want to to change the mouth to have to be shows a mumfie space at the same place so to do that okay and pink exports a delayed mom of Target store new one put my mesh a switch a mask the son of the mouse I want to morph that I want to do okay better you know very quickly you you are able to change the shape of your character what is good here yes because you you have welcomed the low develop subdivision you keep all the details of the original character take a look okay skip okay I can make through to my okay it's not a problem that the the size because you have a screen strange screen as the size of the editor we start with this one yes transform okay I have through here and you're not think today okay so I'm able to see the difference between tuition okay I can you do is we have a bit time I'm good I'm good okay I will change and we like to change egg my not know [Laughter] it's okay we will travel another one I think it is cool the area are cool for him or perhaps aim mmm-hmm oh this one okay I will take his here so by the same way and I need to pose your character okay sick sir oh yeah the skirl are not in the same shape so I need to make some adjustments I do that we have less modification to do later so I'm export it but it is it's the same it's the same thing so I will jump in a novel things sports okay yes I want and what did my stove target I stole a new wine import my model switch mask yeah okay so I need to make some adjustment that's a I've moved my model tool to do too much it's not just not a problem and but what I am showing you now it's it's just just a little trick to be able to to change something because when you are screwing some time you're going in with in one or on other direction and you obtain only something while you are happy but oh my pen when I buy this way you you can have you can be surprised but by a virus or mixing some things or another that you can say it's it's okay for the scan mix technical but you are always able to change the shape of the actual character and create more interesting shape the God is - no no Gatos - so far in Tamil develop subdivision but if use my my my process for the engine pirate you you will be able to add details with the medium map Shannon but here we have already some some detail embed in the scan it's a bit a bit different as an example what I want to show to you is this kata is not a better character on the world but is really different to the original the original one in a quick amount of time and you are able to do something just to finish as you can see around the eyes yes something no really good not so bad that I'm I'm like the eyes shape of the over character so I just need to project the second second or which shape is enough just wave with Lincoln yeah yeah so what I like we've ZBrush if for the same girl you can use a lot of amount of technical okay so I'm show you this one because I think it's it's funny and you can make some interesting things if you want but all for my scan tweaking and I would like to show you another thing and it's I don't know if you are if you are using marvelous to create your closest but when you import you you mesh it's already complicated to to have a clean topology of the mesh when when you import you machine in ZBrush we have this thing okay oh okay that's a good size and not problematic okay so as you notice you will have a lot or a lot of after fact it's time to dream big supervise my mesh now I will have some troubles when I will scooching you know these kind of things everybody knows that so are we I mean English mud okay so first things you are able to to generate your polygroup because it's this mesh as you this movies depending of the pattern in marvelous so first thing to do is time you duplicate subdued and you will ever yeah when export I am EXO option to wait every vertex hour then yeah you know obviously be sufficiently now it was designer take care of it so what zremesher yeah you're here you need to click on keep groups and not not have to smooth your group if you smooth your group take a look here you will lose the shape the shirt so do that and that's quite better not okay we do my memory in fact I have tried to find a lot of process to clean my tooth with my mother each time I am and trying to to make a new process some new IDs do that this is my process of tomorrow I've known how to put this morning tomorrow I'm French okay so I have start with Zed muddler after that we will add a final loop at the beginning yes a lot of process make a panel loop and that will produce in the think I'm I don't really like so I will just show you you may imagine I dunno I just that bit bit away but when we win many too late Umesh sometimes we have this - already have this kind of effect it's boring so what I've done is to in your groups and to F is effect and we'll coop row group groups to add the same for a group understand yeah if I Shane must be and against you for the projection of the details of the mesh from Marvelous Designer okay what I'm doing here is to make using zmodeler now M I will use an inset why I'm doing an inset it's because I I want more definition close to the seams okay so you only need to click one web to have the same amount of inset okay now it's perhaps it could be a little bit quite long to do that but after that we'll be happy to have a clean mesh to use good but if that is run three minutes so to do that I just need to because the insect create another polygroup and for the next step I prefer abs the same for the group okay problem what I make here it's to to create a new set again this time is for the optimization of my model if I don't click on the bird face because this shop is very close to my model I don't need to have in mesh in the opposite way because my my mother will be very high time of frigging and so I'm delayed idle and now what I want to do is to crease by pretty good by being Chris yeah Nova tricks is I don't know if you know the crease level but when you subdivide subdue subdivide your model will make out edge even if you have 15 level of subdivision so for close its but not really good what I'm doing it to put the Chris level to free and I will show you what the difference later and what I'm doing next yes I'm hiding this part no no we do it most in fact when I find my penny loop I just need to have one one one edge so I did a ting now I'm sorry better so I'm adding this and I'm using a cool feature of ZBrush yes I'm asking by feature so I Mexican by groups okay and now I will be able to make negative inflate and if I should've as my model you know you notice that it's very sharp here and if I subdivide again it's not sharp at all because of of this Roberto of twist okay in fact when I'm starting to do that I can never stop because everything should everything you do here will save you time later so what I like to do is to rate unions - okay nice it okay what were they we okay okay and now I must be able to make a scale who do you just to give me a first intention on my sims I like to have clean seems my mother and here it's pretty clean so what I am with what I need to do is to project the details of the clothes from marvelous and it's pretty simple what I don't want is to destroy what I make so much time to produce video guys so thank is we always use my mask by feature group group to grow my crib okay it's cool and yeah just make a crease yeah so divine okay and make a fast project hole and that's all you mesh is is is clean and it's a pretty good starting point to create to to begin to school to your clothes but I don't know if we have one or two units small yes consecrated seven minutes more yes yes okay what I what I like to do is to okay I a kick yeah you have to mask no no no I click on group map no it's not yes it's here okay you have everybody know that if I'm doing that we think I will start here oh it was my free groups by looking into my name do and a lot of action now yes yeah dynamic subdivision is activate so that's why my mask routing process well so so long okay so you you can scoot the different kind of sins and you will be able to use I have my light box yeah it's it's a good way to you to use you and create you own brushes would we and that's why I keep my polygroup I'm able to to add same sin over wear with brushes this time and will sharpen effect okay this time it's finish for for this part so you have you have a nice topology of your model it's working very very well that's why I'm using it's my birthday tricks so I hope you enjoy this demonstration it's finish for us yes [Applause] any question we want to see Reno Nevada we have a Reno in zebra what you see arena sarasu you want to see the real but then also keep in mind remember that the questions they'll be sitting the gentleman will be sitting inside of the gnomon library upstairs straight across this little lot here up the stairs in the gnomon library you can terrorize them with more questions right yeah yes so we do it's fine yeah this was I think so oh okay you ask you enemy No can you hear them yeah barely hear me no we don't have you know no okay that's it deny it's it's a huge model so but that's why we don't show it during the presentation that's people to see it if you have any question of the creation of this character okay I'm in the ceremony of course area yeah as you can see I can show you some details of the of the skin she wants up we also use a very light very end to to prototype to fight jetpack yeah comes with four games or something like that so it's very quick so that's that's it I think we try to show you so find it here we are okay so thank you you have any questions take advantage now folks I'm floating around in the dark throw you the cube Z cube anybody don't be shy it was the first day in everything I mean you know how it is you know they have first-day jitters you know what I mean first-day jitters anybody because we are very clear yeah well you were very precise I want to say you know that Julian was talking to me earlier she was mentioned that you know you were doing something there with along the seam and it's very important for everyone on the home and around the world to know that the little red trailing line there you know it's part of the stroke functionality the stroke meaning you turn the laser mouse on your brush isn't it if you drink as much coffee as I do life is good when you turn on the stroke you know anyway so I got coffee this is the Q cube I don't have you seen this this is like the anybody sure you sure you don't have any questions okay that's fancy for just a minute I'm gonna toss it to you better catch it all right Wow come in Hey look up an old statement that's not nearly yeah okay no but you know Jesus you do new you are turning over chips on earth good one more change I don't know I'm hearing noise maybe they want the tips at the English teacher for me before to come here I never said chips it's tips give me if you look me I don't know if you already use the growing masks but the growing masks I mean I will show you in a 0 a small perhaps easy to understand where is my story mode ok rest on the on the on this model if I want to to mask very area between in each seems it seems of three groups I have this thing but I don't like ok it's very thin you are not able to change thickness of this so to change it the only way I found it's to grow your mask red sharpen Oh Oh with my interface English wanted me to pursue my UI either on the keyboard yes thanks and as you can see here we have a runner and and especially when you want to make seems it's not good at all I don't like this but I need to mask here ok so what I'm doing now it's to mask now to frame by putting grips and you have you must brush here and match brush can be dry virus truck too so I can be lazy Mouse some time you use it it is good to have Lizzy mess on the mask we have more precision and it's bed that's what I'm talking about now it's curve mod save my cube mode I'm ever because it was autumn asking sorry okay how we do it again your mud finish yeah okay but it depend on the size of the red and this time we have shop aspect on the masking it's quite better that of that and I don't know it affinities with difference but it's it's really more interesting for me and what you can do is for example to invert mask and mask and make a mask by feature again if you do that we see my brush I'm not working now but sorry and I'm able to make an inflate or something like that that's too much strong that net to to play with this review mask and in envy aya is unmasked and make a mask by feature is it is very great really great but before you need to blow your mask we make what is no work yes Travis need to click again of commode okay it's massive a feature again and blue it's okay yeah it's pretty way a simple way to into inflate and have your seams on on your mesh your mother but what you can use your math brush in a stroke mode and thanks to the free mesh you can do very accurate things on your model Thank You max I'm gonna throw you the Box heads up get that question there there he goes hello catch guys on the varsity team okay go ahead and have it so hurry to the box hello there you go hey Carlos Jake Carlos right hey so my question was like when you're designing the the animal-human people and you said you didn't want to want it to look like a monster how do you decide how much you want to put up the animal one on the person and vice versa you can hear okay if I understand the question you mean which amount of animals exactly socially for the facial expressions as well I would love to have a rule to define all the characters I actually think every character is a bit special depending I want I want to say that we we had some characters like knocks who's a monkey based Wow and he's here more to his a simius is quite close to human because he's a see me ask monkey okay I trust from humans and they are here in BG universe I want to say that they are here to introduce some hybrids which could be a bit more which could have more fantasy so the thing is that I will I could say three things that there is a let's say like the Reno the Reno I mean it's there is such a strong identity in the shape of a Reno just because he's got some horns here he's got some hair here and it's very difficult to go away from that and you so when you do a Reno you better respect you will do a reading anyway you could not go away from a Reno you know it's as long as it's like an elephant if you put some a hump and to be here you will always have an elephant so it depends on every character if I say if we do if we do so if you do Reno we will respect quite master we know and like Tony told you is that we just had to put the eyes a bit so that we could see that he could look in front and play with the mouse so that he could speak and that's all and then there is a posting of the the neck which is very important as well if you take if you take the monkey it will be very close to human and very close to the basic monkey if and then if you take some let's say your cat dogs or and if you have to do female for example it's I don't know if you manage to recognize makes a difference between a female dog another between a female to the in between the dog if it's a female or not it's very quite difficult we don't have the culture of that so for instance when we had to design some female then we will push a bit more on the humans it's aspect because because otherwise you will never recognize a female okay I don't know if every character very very special this is there is no rule which survived all our character right now I don't know if it's the good answer that it's okay usually when when we when we make car tracks we we ask ourselves some some question like by the when when when we're making the Rhino we are asking ourselves what kind of human is this right now and this is the the the most important part when we create this kind of character is like you have to to see the human kind behind the the animal and the the other part of the mixing between human and animal is it's less important than that I think maybe you would because in a game of course you will choose some characters and you will maybe decide to play a Reno because it's a strong and heavy character which look like Andy will have some maybe use a little bit slower animation but very strong ones and maybe some other character need to be a bit more dynamic so this is but important is that we need to make our character believable only if you make let's say a little little cat for example for and you then you need to - when we are designing the character of the that is like a cat woman for example we need to we know that it's going to be a character I was going to be speed quite dynamic and we probably will jump very quickly you can see what I mean and this means that we will not we will choose some quite nervous shape and tension all over his face to show this emotion in fact show that in fact so that's it anybody else have any questions before we let the guys make aha in the rear hang on where's that thing lifetime oh yeah all right so amazing amazing tips hey thank you I actually have a question about the Hat so after you use nanomesh to create this beautiful detail all right all right thanks yeah so how do you do you make it production-ready like for the animation and everything because after you do the nanomesh it's like two and a half mil three million hat sorry I didn't understand you so after you finish with your dynamesh right do you do any further steps to optimize it for yeah of course the goal here is to have or add in in the best way we could make that kind of hat with some texture in in games but I think in that types of has the quickest way was to make it that way but of course when we are making video games we are obviously needed to to to make our character light and we have to make some rata bone on the top of that kind of mesh of course okay thank you fine question we'll take one more hello my name is Mario and I have a question about the UV my name is Luigi what a funny thing so after after you add the thickness how do you take care of the UVs that were added do you just do that outside of ZBrush or do you reinforce go about that what yes yeah when you when the guy that was doing the clothes when he added the thickness how did that affect the UVs and how would you go from there to like cleaning the u-visa that for example yes the thickness is is represented by by by the corner of the shape you can see here in this case we are not the double-sided material so you can see the thickness here imagine you have your body here so it's okay but that's dot was doing the fake if you take a look here you you have the thickness is model easy with this model eyes you know the part you can see are not here at all but it's working in a previous version of modernization we made before we don't make thick thickness and sometimes once it very visible we make a double-sided material and what's not more so more visible because it's expensive for you GPU when it's not visible you don't make we used you stay on metal Weaver and not double-sided so we have test this model in real time it's working very well the most problem for this asset that was it was a little bit translucent reduced from well transparency inside the abyss model so this is this part of the model would be difficult to describe it's beyond good and evil it's great together thank you thank you thank you okay so now I want to thank you guys thank you
Info
Channel: Pixologic ZBrush
Views: 50,531
Rating: 4.8943248 out of 5
Keywords: twitch, video games, pixologic, zbrush, zbrushlive, playstation 4, ps4, sony, zbrush summit, tv, 3d printing, film, zbrush 2019, ubisoft, ubisoft montpellier, beyond good and evil 2, xbox, video game creation, video game development
Id: uEnUO690GkQ
Channel Id: undefined
Length: 91min 58sec (5518 seconds)
Published: Sat Sep 28 2019
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