PetraSilie said:
How this technic / tool / program is applied to the Witcher characters? I mean what are the next steps / phases in the evolution of theses models in regard of skin, facial expression, clothes, colors, etc. Can this be done with ZBrush as well?
Quoting Bartek from zBrush forum:
I can't give you an answer about how many polygons and subtools were used for each character because I'm not a regular character artist and I don't remember. On this project, I was working as a lead concept artist and these sculptures were treated rather as concepts. When I've finished the head, guys from the character team did the magic tricks and threw it into the game. So my knowledge about the technician part is very basic. I ask Pawel Mielniczuk - lead of the character team and I will give you an answer about the polygonsand yes, those super detailed stitches were made as separate subtools.
And I guess he never got to talk to Pawel
Now, I am not super knowledgeable about 3D - if anyone else here is, please correct me and add more info :> AFAIK polygon count is extremely important when making games because video cards have limited memory and can display only a certain number at the same time (this is why having more characters/objects on screen can slow a game down, and then you have to think about other things like textures and alpha maps that also take up video memory). So the character team had to modify them, add bodies (assuming someone else did the bodies), textures, animations and so on, and probably not using zBrush. There was a picture somewhere of a guy who animates faces for CDPR... hold on, I have it, my apologies because I forgot his name and where it was posted:
Anyway, zBrush is awesome because it allows you to sculpt like you would with clay, giving you very smooth and nice results. It also allows you to display polygonal version and edit it. Programs like Maya and 3Ds Max don't work in this organic way, I think they are polygon-only. It's down to what program will work better when exporting models to your engine. Textures can be done with zBrush and people like that feature because it allows you to paint textures directly onto the model. The problem is texture map itself, if you've ever seen one you know everything needs to fit on a square of certain size (512x512, 1024x1024 and so on for higher res). I heard zBrush makes messy maps, so you have to re-arrange and re-map things yourself. I've never done this so I cannot tell you if it's true and how time-consuming it gets. There are several texturing techniques that can be done with different programs, it's down to what the person doing it is most comfortable with
