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Street Fighter 6 - Capcom - 2023 ZBrush Summit

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  • Опубликовано: 7 ноя 2023
  • Street Fighter 6 - Capcom - 2023 ZBrush Summit
    Featuring Gin Nakahira and Yasuyuki Takagi
    Translated by Daisuke Narukawa
    Presentation Description:
    We will explain how we we created models for Street Fighter 6 to stay true to the original game.
    We will also describe our workflow using ZBrush to create the muscle and wrinkle expressions used in the production game.
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Комментарии • 32

  • @weigyplays
    @weigyplays 9 месяцев назад +21

    Shoutout to that guy who brought up that old Capcom guide to muscle anatomy.

  • @Seshlot
    @Seshlot 9 месяцев назад +12

    this video is a dream come true for me. i always wanted to see the technical work behind the art. so happy

  • @TheRadioSquare
    @TheRadioSquare 9 месяцев назад +11

    37:43 that foot is gonna be in my nightmares

  • @_TetKaneda
    @_TetKaneda 9 месяцев назад +3

    Great contribution. Great tutorial. You have my like. Thank you so much. Greetings

  • @lanceuppercut8220
    @lanceuppercut8220 9 месяцев назад +8

    Dude was like "do naked meshes of the characters exist and can I buy them off of you after the presentation?"

  • @T5JCS
    @T5JCS 9 месяцев назад

    Can't wait !
    ✍🥊

  • @gabe687
    @gabe687 9 месяцев назад +25

    He didn't understand the question they asked about getting the pose to match with the rig. The animator or rigger needs to create the stress pose, and export the mesh in that pose as an obj. Then you import the obj into the level 1 subdivision of the Zbrush model, so that it takes the new pose and then you can adjust the shape. The blendshape needs to match the rigged model's pose exactly, because if not, the model will distort when the blend shape is triggered. The vertices would move to the wrong position because of the difference in offset from the rigged mesh to the blend shape. The modeler just guessing wouldn't work.

    • @deddrz2549
      @deddrz2549 8 месяцев назад +2

      yah, might be just a translation issue, that tends to happen with more technical questions like that

    • @jcossioart
      @jcossioart 8 месяцев назад

      Following your technical explantation, how effective is this in terms of optimization?

    • @gabe687
      @gabe687 8 месяцев назад +4

      This is the only way that I'm aware of at this moment, so I'd say 100% because otherwise, it wouldn't work. I use 3dsMax and here's what I do. First, you sculpt and rig the main model. Skinning must be final before making morphs. The base mesh in Zbrush must be the same one used for skinning because the vertex order has to match exactly. If not, the morph will not work. I'll pose the model, bend the arm for example. Export the model in that pose as an obj. because the pose overall has to match the rigged pose exactly to avoid it offsetting / warping. Import that into the Zbrush base level in a sculpting layer. Now you can pose the arm with the layer slider. You can sculpt the details using a separate layer or the same one. I like to do it on a separate layer because you can then tweak the edits in different poses using the other layer. When done, export the base edited model back to Max as an obj. And using a script called "Morph Target Builder", generate the morph object. I'm using that script because I can't just plug in the edited mesh from Zbrush into the morpher. The skin weights make a difference, and it won't look right. The script calculates the difference needed for the morph. It's not 100% accurate, but pretty good. And that's about it. You can tweak the morph after if you want to make it perfect and reload it. I haven't tried it in Maya since I use Max mostly. I'd like to know if there is a better way if anybody knows it. To bake the maps again for the new shapes, you can set the edited model into the rigging pose, and bake using that.@@jcossioart

    • @gabe687
      @gabe687 8 месяцев назад +2

      Thinking about the example he did with the cloth. You could use the posed cloth model as a reference of what to shoot for, and then pose the T posed cloth inside of Zbrush. Because the cloth is more forgiving than say fingers. It doesn't have to match exactly, but pretty close will do. And this way you can use the Transpose cloth tool to get the folds more easily. I guess it depends on what works for any situation, just have to think about it, and experiment.

    • @SuperMontana2008
      @SuperMontana2008 4 месяца назад

      Can you do a tutorial by any chance?​@@gabe687

  • @leggocrewtv2052
    @leggocrewtv2052 9 месяцев назад

    omg... instant watch!!

  • @AlphaProto
    @AlphaProto 9 месяцев назад +1

    This is amazing stuff!
    I'm happy they shared this at the summit!

  • @KaijuGameStudios
    @KaijuGameStudios 8 месяцев назад

    NICE!

  • @All-Muscle
    @All-Muscle 9 месяцев назад +3

    Love the muscular tech stuffs, all hail new gen muscles 💪!

  • @milo20060
    @milo20060 8 месяцев назад +3

    I too have wondered about the dynamic wrinkles/muscles.
    So it is baked for different poses and is (morphed/blend shapes) ingame on run?
    I think I have seen these types of dynamic wrinkles being used in games like Fifa 23.
    They definetely do add life to the characters but I have been curious how hard is it to pull that off.
    Overall interesting and great presentation!

  • @DavidCreatess
    @DavidCreatess 9 месяцев назад

    W trailer🔥

  • @HUWATAHEK
    @HUWATAHEK 9 месяцев назад

    WOW

  • @satthuphancung
    @satthuphancung 8 месяцев назад

    I just wonder that did they have to tweek the posed back to Tpose again after got wrinkles on suite (and how). Because the blending shape will get wrong if it is included poses information

  • @block36079
    @block36079 Месяц назад

    1:25:49

  • @mattyryon
    @mattyryon 9 месяцев назад +7

    Hairless Zangief is just Thanos

  • @FromInfinityTV
    @FromInfinityTV 8 месяцев назад

    Ah! Transpose Cloth... I see!

  • @8304u
    @8304u 2 месяца назад +2

    bandai namco needs to bring the tekken 8 team

    • @weirdwanderer
      @weirdwanderer 16 дней назад

      i keep dreaming about it happening

  • @forestlong1
    @forestlong1 8 месяцев назад +1

    I don't understood at all.....

  • @Lexicon865
    @Lexicon865 2 месяца назад

    I'm ngl the way they seem to do wrinkles and stuff seem somewhat inefficient. Like it def adds more detail for the character but dear god imagine having to bake all that individually for each pose and each outfit, and these are just the main characters, so like ????

    • @93hothead
      @93hothead Месяц назад +2

      I think only characters that would need that kind of expression would require this while background characters may not require this level of detail? either that or they have a more efficient way of doing this in house?

  • @krissrock
    @krissrock 2 месяца назад

    i would really like to ask the dev's why they decided to make Aki so strongly Asian looking in the eyes...while NOT doing that for other Asian char's like Ryu, Chun-Li and Honda...

    • @93hothead
      @93hothead Месяц назад +1

      In japan manga they always have sly looking eyes for people that are assassin-like characteristics not really for asian people per say.

  • @melonshop8888
    @melonshop8888 9 месяцев назад +2

    THE PROPORTION is NOT ACCURATE BUT THIS is ANOTHER VERSION OF RYU. 🙄🙄🙄