ZBrushCentral

Marvel's Avengers - Cinematic Art

Some of the cinematic art I got to contribute to the Marvel universe recently. For the Marvel’s Avengers game, I was mainly responsible for the modeling and texturing of cinematic sets and assets. All modeling done with ZBrush, texturing done in Substance Painter. For more images and high res videos: https://www.artstation.com/artwork/D5dZ0o

Spaceship modeling / texturing
10_Space_05
Spaceship modeling / texturing
10_Space_06
Tank destruction / Blendshape Modeling
00_hulktank_00
Environment & Vehicle Destruction Modeling / Texturing
01_bridge
Taskmaster Truck Modeling / Texturing, Blast Hole Damage State: Modeling / Texturing
02_taskmastertruck
Taskmaster Truck Modeling / Texturing
02_taskmastertruck_02
Helicarrier Modeling / Texturing
09_helicarrier
Full Modeling / Texturing: Foreground Building, Transamerica Pyramid; Scene Assembly, Matte Painting
12_sf_clean
Kamala’s Room Modeling / Texturing
13_kamalaeoom_00
Kamala’s Room Modeling / Texturing
13_kamalaeoom_01
Kamala’s Room Modeling / Texturing
13_kamalaeoom_03
Bruce’s Lab: Modeling / Texturing
06_BrucesLab_00
Jarvis Modeling / Texturing
07_Jarvis_00
Kamala’s Room Modeling / Texturing
03_kamalasRoom_00
Kamala’s Room Modeling / Texturing
04_kamalasRoom_01
Kamala’s Room Modeling / Texturing
05_kamalasRoom_02
Tony’s Trailer Modeling / Texturing
08_TonysTrailer_00
Tony’s Trailer Modeling / Texturing
08_TonysTrailer_new_01
Tony’s Trailer Modeling / Texturing
08_TonysTrailer_new_03
Tony’s Trailer Modeling / Texturing
08_TonysTrailer_07
Modok’s Mech Spider Modeling / Texturing
11_MechSpider_00
Modok’s Mech Spider Modeling / Texturing
11_MechSpider_01
Post-credit Scene: Environment Modeling
14_postcredit_00
Post-credit Scene: Environment Modeling
14_postcredit_01

11 Likes

Wow - so you modeled all these environments with ZModeler? Awesome!! :sunglasses: :+1: :star:!!

1 Like

Thanks Etcher! Yes lots of ZModeler… also plenty dynamesh sculpting > ZRemesher workflow.

1 Like

Fantastic @JamirBlanco :clap: thanks for sharing!
Jaime

1 Like

Very cool! You were certainly busy with this project. It turned out great. Now I think I may need to go get the game. :slight_smile:

1 Like

Thanks Jaime :slightly_smiling_face:

Haha, thanks man :slightly_smiling_face:

Stunning work! I love that all the modeling for these was done in zbrush.

1 Like

Very nice! I loved Kamala’s room in the game; great stuff!

-Joseph

1 Like

Thank you!

Drust!! Thanks man, appreciate the comment.

Great job Jamirblanco ! Certainly Z Brushes typical indulgence in astronomical polycounts had to be curbed for a game. How did you guys handle the reduction ? Did you use Z Brushes Decimation Master plugin for the hard surface stuff ?

Thanks Zzeebee. There were a few approaches to this… One was like you said, using decimation master to get things pretty low poly and baking the high poly down to that. This worked well for hard surfaces like the mech spider and hard surface enviros.

There was also the ZModeler approach. For a lot of assets I created a decent base in ZModeler first, using creasing and supporting edges to define hard edges when subdividing, then it was just a matter of sculpting all the highres detail and we already had a low poly clean mesh as the base.

Then there was ZRemesher workflow that ended up working pretty well. This was just a matter of duplicating the high res sculpts, ZRemeshing the duplicate (using polygroups and creasing to define areas we want ZRemesher to keep edgeflow if needed) and this would yield a pretty good low poly pretty quick.

The other way was just to bring in decimated versions of the high poly assets into Maya and using Live Surface and the Modeling Toolkit to retopo and generate new clean low poly versions of meshes, then baking the high poly info down as well.

Cheers,
Jamir

Thanks for the detailed breakdown ! I am trying to avoid retopo by hand as much as possible because it seems so redundant and time consuming ( of course it one of those things that just have to be done ), and so I am very happy with the huge improvements on the ZRemesher in the last few versions of ZBrush. That view of the Golden Gate Bridge is epic !

1 Like

I’ve been wanting to pick up this game! The cinematics got me hyped

1 Like

No problem! Yes the recent ZRemesher improvements have been absolutely huge. I am constantly being reminded of how amazing it is every time I use it and think it won’t do a good job and instead ends up doing an amazing job.

And thanks! That was one of my favorites to work on :slight_smile:

1 Like

Haha thanks Kingsley, it was fun working on them. The cinematics are one of my favorite parts of the game but that’s a bit biased :slight_smile: