No thats wrong tb Arthur has different specific sick textures blood mask is for when both sick and healthy Arthur gets injured like taking punches or falling off his horse shots knife it all counts also combat situations in general where blood is flying around
3:30 The clothes are unwrapped in such a way that they can be used to apply fabric detail maps (a small tiling normal map showing the micro surface of the fabric) when the camera is zoomed in close. To apply the detail map, the UVs of the clothes need to be aligned with the direction of the fabric.
the clothing also has repeating stripes which would be very hard to texture properly if uvs were box constrained instead of relaxed as much as possible. you'd end up having incosistent stripe thickness if there was any substantial deformation in uv sizing. the pants use those detail maps too most likely, but they are box constrained during the uv relaxing process.
1:40 he is posed that way as it is easier to paint weights for the armatures. this is the more commonly used pose to use for modeling and rigging. the T pose was the original however shoulders would look weird because of it so the A pose was used instead for better model definition and now the in between which makes the model deformation better but also it is easier for riggers to get around the arms. 8:40 the same rig are used for all characters to share animations easier, this is just an armature, the rigs that are used to animate are called control rigs and are much simpler and easier to control. you will see all sorts of shapes corresponding to what it controls on the rig. the armature is just a base, lets say the armature are your bones and the control rig are you muscles. that's the easiest way I can explain the difference. again at 11:15 you will never have to look at the armature for most game ready rigs (control rigs) as the control rigs control the armature and will make the actions simpler to achieve lets say curling fingers, instead of curling each finger one by one there will be a specific control to make that happen at once. 10:49 I call these little bones, "bendy bones" you can use them to alter the model to fit whatever you want the shot to look like, in 2D they use a lot of squash and stretch and this is the equivalent of that for 3D animation. but I personally don't use them that often. 13:20 these face rigs are use in some way just like blend shapes. animating faces is extremely tedious and hard so they will still have the same system but they're called poses, this gives the same effect as blend shapes but you will have more control over each pose if you decide to change it and the in between motion can be altered to look more natural. this is also handy for cleaning up facial motion capture. so in a way they still use blend shapes it is just a more technical method, slightly more work but a indeed a better result.
i dont work in game dev industry, so i can't know for sure, but i think it's probable, and worth mentioning, that the rig you're showing is the game-rig. Whilst when the actual animators would hand animate something, a special animator-friendly rig is made, which gets converted into the barebones game rig (though if everything is motion capture maybe that's not needed, idk)
@@STANNco people often confuse terminology. A rig and bones are not the same thing. You skin vertices to the bones, the rig controls the bones, it is just a set of control shapes and surfaces, you don't export those.
Rockstar used to do that with their older games like GTA Vice City and San Andreas where they use higher poligon detailed models with better faceposing features for the cutscenes (which were mostly done with motion capture) but hzd a different in-game model that's less detailed during gameplay
Incredible video really, most 3D/Gamedev videos in youtube are quite amateur but you clearly have a professional understanding of the process and pipeline! As for the neutral 32x32 normal map, my guess is that they use it for all characters at a distance instead of relying on individual mip maps. I work in environment art, not character art, but it is something I would definitely do. Great video!!!
@@beltranarana478 But why not just lerp to the flat value based on distance? Why the extra unneeded map? I think it's just a default texture for an optional detail normalmap.
The "flat" normal map is just a default texture used when no normal map is specified. It's common practice. It probably isn't even a proper asset (I'm thinking you ripped the model from the game running?) but rather a programmatically instantiated texture set at each material (that uses normal maps) when they're created. It's possible it's found in the hair because the hair shader supports some kind of state where a secondary "detail" normal map is used.
ha, i did this too when writing my own game engine. when you create a new shader, all the variables need to be filled with some dummy data so that it won't cause error. this is probably it.
Wouldn't you bypass the texture load if you could? Optional textures in shaders must be a thing. I agree 32x32 isn't much different from a 1x1 but the disk read operation can be expensive
Sick of the UE5 cult that seems to have overtaken the discussion. Every UE game is a stuttering mess and it performs terribly for the level of fidelity it offers. It’s made for quick development, not good games.
@@zachb1706Yeah I agree, I'm a game developer and I've tried Unreal and despised it, the performance was horrible, the file size was insanely large and everything is very confusing, I just switched back to Unity quickly.
The mb.1 texture is the sub-surface scattering cartilage glow effect, when a light is shining behind Arthur's ears, nose and lips. Not exactly sure why there's also a texture that just has the ears.
Looking at the map at 5:03 they most likely use something called specular shift for hair. It's a map that varies the spec along the strand based on the height intensity. Very simple and effective technique. The previous b/w map you showed was a height map since there are no normal or SSS maps for hair which are very expensive.
It's likely that they used Arthur's prexisting player model, and swapped the head with John's. To leverage existing rigging and animation systems, speeding up development and reducing the need to create a new, fully customized rig from scratch for another player mesh. I'm not sure about this though.
Models like that might in the near future end up in a character creator package, making them available to all kinds of smaller studios. So quality like that can be created by much less artists working on it.
One of my favorite things to do in 3D is reverse engineer game models and rig them and find a way to implement them in Arnold, Cycles or Renderman. Awesome seeing others do the same! I learned so much about 3D and how to construct models from looking at Sonic, Mario and Kingdom Hearts models when I was younger.
Oooh I'm curious what you found from the KH models. That is one of my favorite games of all time and I think the animations still hold up (even though the poly counts are pretty low, and they use a lot of texture/billboarding as LOD0).
The bent elbow helps with bending. When an arm is straight out, the shape of the elbow is lost. So to retain the shape of the elbow at a bend, they keep the arm bent in the base pose. Same applies to knees as well, a lot of modern A-poses include a small knee bend.
I originally disliked how they reused Arthur for John but I completely get it now. They would have to remocap the face for a lot of random events and make a whole new rig
It's hard to tell if they used blendshapes on the face or not just from ripping the rig. It could be that the blendshape data was not saved with it. They also could have used the skinning decomposition technique where blendshapes are created and connected to the joints as correctives then programmatically are saved out as skinning data in the rig. This basically provides clean blendshape looking deformation but without the memory cost of traditional blendshaping. That is because the skinning data the shapes are converted to are cheaper at run time. This conversion from blendshape to skinning happens in Maya not in game. Also an indication that some of the corrective blendshape data that might have existed in the original asset was lost in this rip, is that when you bend the elbows and knees you see very bad deformation where it does not preserve the shape and stay sharp areas. This is unlikely the final result that shipped. They probably had helper joints that preserved the volumes in those areas or created corrective blendshapes for them that were either used as is or had skinning decomposition applied to them to convert to skinning as described earlier with the face. Anyway, great video breakdown!
I'm guessing the restrained poly count is due to the highly detailed open world, corridor based games can afford denser meshes for characters because of the simple environments. PBR Materials doing the heavy lifting for the generational leap in graphical fidelity.
I think it would be interesting to contrast how characters are modeled here to how Valve has mapped characters in the past. Especially where the face is concerned. What they did with Half-Life 2 was considered revolutionary for the time and it would be really cool to see that older milestone sort of examined and appreciated. Also a comparison between, say, Eli in Half-Life 2: Episode 2 vs his appearance in Alyx to see how that rigging of the same character has advanced
2:15 legit happened to my arthur, like, his hair wouldn't grow, so I shaved it, and just, bam. I got to see that for a good minute till his hair randomly popped back.
Rockstar a living example of how a game industry should have developers, stock holders, all the managing leaders coming together to create master pieces that benefits everyone
This is great! I've wanted real game asset analyzed exacltly like you do. I hope to see more. Id really want you to look at some things from HL Alyx, because I love how some of those assets are made. You got a new subscriber.
you have to make different materials depending on the textures you are given and assuming the model is already UV unwrapped it should just be a matter of applying the materials to the model.
Do you plan on continuing this sorta semi-series looking at character models from Rockstar games? I think it'd be really interesting if you dissected Cole Phelps' model from L.A. Noire. That game's techniques for facial animations is still super impressive and I'd love to know how they work. Game is super underrated.
Yeah the blue map looked like to be for bruising, and the weirdly mental rig could be for the weight system of the game, so the rig reacts real time to numbers changing depending on how much you eat ?? that's just a guess - edit: I absolutely love seeing these videos btw, it's super nice seeing how different studios do so many things differently
Knowing that Arthur has not that much more of polygons compare to Michael, imagine Michael model with all RDR2 texture things, all those wrinkles maps and etc. Same model but with all those texture thing, he literally might look more freshed by all of those things
This is very interesting. I know your last video is from a year ago, but I'd be very interested in a similar video about the Mercenaries' character models from TF2. Particularly their faces.
Excellent, excellent video! I’d REALLY love to see a video like this on The Last of Us Part 2, since it’s really just a behemoth to behold. Ellie has like 20 different face textures and like 2000 joints. There are like 25 named main characters in that game. All the face meshes also use the exact same topology + polycount, too (around 15k tris).
@@2ksnakenoodles I wouldn't really say weighting is the issue. The issue is more about the shoulder deformation. When a character is modeled in a T pose the deltoid muscles are fully activated and the pectoralis are stretched which will give a headaches to the rigger to imagine what the shoulder would look like when the deltoid are at rest. Doing it the other way around is much easier.
Ripping models from games? Grey area, most companies don't really care(Case in point: Viper's GMOD weapon packs). Selling them for cash or using them in commercial games? Yeah that's illegal.
mb.1 looks like cavity map, for reflection and SSS so you do not get highlight and SSS under beard and hair and some wrinkles details and green looks like SSS map.
I'm pretty sure most of those wrinklemasks are unused in game. I have to recheck the gang memebers ymts but I don't think they are set to use any of em ingame other than NPC John and Arthur
is it possible to modify Arthur's head and textures? I looked for videos and tutorials to test an experience like putting my player model of the online mode in Arthur's place or trying to get it from other games, but I didn't find anything about
I know people have edited John's player model so I guess find the author for some of those projects and ask them directly how that works. That's about the best lead I can think of as somebody who's never modded the game
In my experience, the character is rigged without clothes, then you separate each customizable part of the body to its own mesh (I do head, torso/arms, hands, legs, and feet) , then for clothes you just edit the mesh of the clothing part you want and export it as a mesh, (it’ll keep weight paint data from original, if you add new geometry just do some manual weight paint) in engine (atleast with Unity) it’s just drag and drop replacing the mesh and material. As long as the weight groups are the same and all that it’ll look great and the character will move around with the clothes (no overlapping either, because you’re swapping the mesh so the underneath body is not visible). The only downside to this method is that you’ll have to do some manual weight painting if the clothes differ much from the original body (not too bad, but tedious when trying to get baggy shirt to cover top of pants for example)
@@5ld734 yeah good to know. The only thing that makes me curious all the time is how is it possible to combine a tons of clothes between each other including accessories and extra things. Because imagine sometimes you have something big in you belt near the back side with physics applied but on top you choose a coat and if it doesnt fit well it could overlap. Modular system makes me think about it all the time
@@miksfactor Many ways to deal with this, Either have different versions of the same mesh with deleted geometry to account for it , or even applying morphs to activate and change depending on the layers above it. Still need to have a standardized system so that there isnt TOOO much variation, otherwise it would be more of a nightmare than it already is to achieve full spectrum compatibility. Kingdom Come Deliverance has their own unique system which is in house, Idk if they just painstakingly went through every variation or if they devloped an algorithm to detect deistance from meshes and priority one over the other to deform to it. Nonetheless it works well enough
How do you export such models from games? I'd love to be able to study different models from games and how they are done professionaly to gain more experience
Could the huge amount of bones be from something like SideFX Skinning Converter, which I believe converts mesh deforms (morphs/shape keys etc) into bone weighted deforms, so that game engines can use them - because I don't think any game engines can deform a character mesh, other than by armature with vertex weights.
Probably, studios like Naughty Dog or Santa Monica have a strong pipeline which links Maya and their Engine in almost every aspect. However, I'm sure Rockstar uses tons of programs linked to Rage, the mud deform is something that I've never seen in other games I wonder if that was made with Houdini, 3ds Max or they built an in engine tool for those simulations.
where did you get armature, when i tried to search for it in codex, it just didn't appear anywhere and codex couldn't handle male_skeleton armature in xml export
Don't you think that rig is linked to motion apture data. So each bone or most of them are link to that data. Than on top they probably have a correction bone setup. They probably have a system to switch on and off certain bones. We now just see one big chaotic mess
12:09 when there's a freshly made apple pie in the windowsill
That made me chuckle
You are a good model Arthur Morgan
A Good Model...
You’re the only one of these models that I trust
“I mean- you and me… we’re more models than people now..”
That might be the most infomative video about 3D character models for gaming industry I have ever seen
This info is all out there and easy to access but it's so empirically and concisely presented and all of it is collected in one whole here. Very nice.
Literally
ok
The "Blood Mask" is also used heavily as he gets sicker.
i was thinking that too, especially around the eyes and cheeks where they get all sunken in and pale
No thats wrong tb Arthur has different specific sick textures blood mask is for when both sick and healthy Arthur gets injured like taking punches or falling off his horse shots knife it all counts also combat situations in general where blood is flying around
I love seeing imperfections on faces, as it's what makes them realistic.
3:30 The clothes are unwrapped in such a way that they can be used to apply fabric detail maps (a small tiling normal map showing the micro surface of the fabric) when the camera is zoomed in close. To apply the detail map, the UVs of the clothes need to be aligned with the direction of the fabric.
the clothing also has repeating stripes which would be very hard to texture properly if uvs were box constrained instead of relaxed as much as possible. you'd end up having incosistent stripe thickness if there was any substantial deformation in uv sizing.
the pants use those detail maps too most likely, but they are box constrained during the uv relaxing process.
@@dan_loeb Yeah, but you will not see it on pants that much compare to sleeves for example, so they can have box mapping for pants.
I'd guess it's made with cloth simulation, allowing for the pieces to be unwrapped as planes before the deformation.
3:13 the cartel makes these in real life
lmaoo
Damn, that's dark
@@chrisnotpratt1903Like lenny
@@cakercupp37 Lennnnnnnny😢😢
@@cakercupp37 Well that took a dark turn
i never would have thought they have different hair for when you have a hat on, the transition is so seamless when you get ur hat knocked off
1:40 he is posed that way as it is easier to paint weights for the armatures. this is the more commonly used pose to use for modeling and rigging. the T pose was the original however shoulders would look weird because of it so the A pose was used instead for better model definition and now the in between which makes the model deformation better but also it is easier for riggers to get around the arms.
8:40 the same rig are used for all characters to share animations easier, this is just an armature, the rigs that are used to animate are called control rigs and are much simpler and easier to control. you will see all sorts of shapes corresponding to what it controls on the rig. the armature is just a base, lets say the armature are your bones and the control rig are you muscles. that's the easiest way I can explain the difference. again at 11:15 you will never have to look at the armature for most game ready rigs (control rigs) as the control rigs control the armature and will make the actions simpler to achieve lets say curling fingers, instead of curling each finger one by one there will be a specific control to make that happen at once.
10:49 I call these little bones, "bendy bones" you can use them to alter the model to fit whatever you want the shot to look like, in 2D they use a lot of squash and stretch and this is the equivalent of that for 3D animation. but I personally don't use them that often.
13:20 these face rigs are use in some way just like blend shapes. animating faces is extremely tedious and hard so they will still have the same system but they're called poses, this gives the same effect as blend shapes but you will have more control over each pose if you decide to change it and the in between motion can be altered to look more natural. this is also handy for cleaning up facial motion capture. so in a way they still use blend shapes it is just a more technical method, slightly more work but a indeed a better result.
Exactly. It's also a lot easier and more natural to model clothing in a relaxed A-Pose with slightly bent arms.
The bent arm pose also helps setting up IK on the rig, which won’t work properly if there isn’t a bend between the joints they’re affecting.
Hehe... he said riggers
i dont work in game dev industry, so i can't know for sure, but i think it's probable, and worth mentioning, that the rig you're showing is the game-rig. Whilst when the actual animators would hand animate something, a special animator-friendly rig is made, which gets converted into the barebones game rig (though if everything is motion capture maybe that's not needed, idk)
@@STANNco people often confuse terminology. A rig and bones are not the same thing. You skin vertices to the bones, the rig controls the bones, it is just a set of control shapes and surfaces, you don't export those.
Rockstar used to do that with their older games like GTA Vice City and San Andreas where they use higher poligon detailed models with better faceposing features for the cutscenes (which were mostly done with motion capture) but hzd a different in-game model that's less detailed during gameplay
13:29 Bro said 🤨
Rock..Star
For anyone into 3D modeling like me, this is an amazing work you did here pal. Hope you come back to make more videos like this.
a person who works in game industry, getting amazed by Rockstar's work makes me smile. It shows why they are the best in the world
7:47 i cant sleep now thanks
Yup, i also get freaked out from face texture maps, just looks creepy.
I just discovered this channel as first video in the home page, I'm saving a lot of videos, seems really interesting
Incredible video really, most 3D/Gamedev videos in youtube are quite amateur but you clearly have a professional understanding of the process and pipeline! As for the neutral 32x32 normal map, my guess is that they use it for all characters at a distance instead of relying on individual mip maps. I work in environment art, not character art, but it is something I would definitely do.
Great video!!!
@@beltranarana478 But why not just lerp to the flat value based on distance? Why the extra unneeded map? I think it's just a default texture for an optional detail normalmap.
I understand nothing but this is awesome.
The "flat" normal map is just a default texture used when no normal map is specified. It's common practice. It probably isn't even a proper asset (I'm thinking you ripped the model from the game running?) but rather a programmatically instantiated texture set at each material (that uses normal maps) when they're created. It's possible it's found in the hair because the hair shader supports some kind of state where a secondary "detail" normal map is used.
ha, i did this too when writing my own game engine. when you create a new shader, all the variables need to be filled with some dummy data so that it won't cause error. this is probably it.
@@leezhieng yeah same. I really don't get the 32x32 though, mine are all 1x1 but it hardly matters on modern hardware.
Wouldn't you bypass the texture load if you could? Optional textures in shaders must be a thing. I agree 32x32 isn't much different from a 1x1 but the disk read operation can be expensive
@@michaeljburt you end up with like 10 default textures at most, and you can create them in code. No disk read necessary.
@@stysner4580 ah right. Because those textures can be referenced many times. Got it.
7:41 I think that's a weight map for subsurface scattering in the ears, nose, and other parts of the face.
Arthur has the same fingernail texture on every finger? Literally unplayable
finally someone professional acknowledging how much rdr2 engine is superior than anything in the genre, even after 6 yrs
Rage is insane even going back to the likes of Table tennis.
Sick of the UE5 cult that seems to have overtaken the discussion. Every UE game is a stuttering mess and it performs terribly for the level of fidelity it offers.
It’s made for quick development, not good games.
@@zachb1706Yeah I agree, I'm a game developer and I've tried Unreal and despised it, the performance was horrible, the file size was insanely large and everything is very confusing, I just switched back to Unity quickly.
Superior? Can't even get anti aliasing right
The mb.1 texture is the sub-surface scattering cartilage glow effect, when a light is shining behind Arthur's ears, nose and lips. Not exactly sure why there's also a texture that just has the ears.
12:08 Mario 64 title screen flashbacks
Looking at the map at 5:03 they most likely use something called specular shift for hair. It's a map that varies the spec along the strand based on the height intensity. Very simple and effective technique. The previous b/w map you showed was a height map since there are no normal or SSS maps for hair which are very expensive.
As someone going into animation and currently taking a 3D animation class, this was highly informative and very entertaining
I wonder how much physics is put on Lucia's cake in GTA 6.
7:36 I believe that might be the mask for when Arthur eventually gets sick
After watching this video, I think I kind of understand why they used Arthurs model as Johns player model in the epilogue.
Why?
yes, why?
WHY?!
It's likely that they used Arthur's prexisting player model, and swapped the head with John's. To leverage existing rigging and animation systems, speeding up development and reducing the need to create a new, fully customized rig from scratch for another player mesh. I'm not sure about this though.
Actually they put john textures on arthur's skull
Models like that might in the near future end up in a character creator package, making them available to all kinds of smaller studios. So quality like that can be created by much less artists working on it.
One of my favorite things to do in 3D is reverse engineer game models and rig them and find a way to implement them in Arnold, Cycles or Renderman. Awesome seeing others do the same! I learned so much about 3D and how to construct models from looking at Sonic, Mario and Kingdom Hearts models when I was younger.
Oooh I'm curious what you found from the KH models. That is one of my favorite games of all time and I think the animations still hold up (even though the poly counts are pretty low, and they use a lot of texture/billboarding as LOD0).
The bent elbow helps with bending. When an arm is straight out, the shape of the elbow is lost. So to retain the shape of the elbow at a bend, they keep the arm bent in the base pose. Same applies to knees as well, a lot of modern A-poses include a small knee bend.
most of the clothes is unwrapped in a way that would fit to how the pieces would actually have been cut of fabric and then sown together
I originally disliked how they reused Arthur for John but I completely get it now. They would have to remocap the face for a lot of random events and make a whole new rig
If they wanted to do it that way, then the game would have been delayed until 2019 or 2020
John had most of the necessary assets by the time they decided to make him from scratch but copying arthur so ig they worked more for no reason?
oh well thats a real bummer
It's hard to tell if they used blendshapes on the face or not just from ripping the rig. It could be that the blendshape data was not saved with it. They also could have used the skinning decomposition technique where blendshapes are created and connected to the joints as correctives then programmatically are saved out as skinning data in the rig. This basically provides clean blendshape looking deformation but without the memory cost of traditional blendshaping. That is because the skinning data the shapes are converted to are cheaper at run time. This conversion from blendshape to skinning happens in Maya not in game.
Also an indication that some of the corrective blendshape data that might have existed in the original asset was lost in this rip, is that when you bend the elbows and knees you see very bad deformation where it does not preserve the shape and stay sharp areas. This is unlikely the final result that shipped. They probably had helper joints that preserved the volumes in those areas or created corrective blendshapes for them that were either used as is or had skinning decomposition applied to them to convert to skinning as described earlier with the face. Anyway, great video breakdown!
13:00 it's interesting it uses Metahuman naming convention
Probably just a standard that maya riggers use
Or maybe it's the other way around.
3Lateral helped Rockstar out with rigging for GTA5... probably a carry over from then
very good video. this is the best possible example material on how they do it in the industry on a Rockstar Games quality level. thank you
I'm a 3D artist myself and It's so cool to see those characters in depth. Thanks for the video!
I'm guessing the restrained poly count is due to the highly detailed open world, corridor based games can afford denser meshes for characters because of the simple environments. PBR Materials doing the heavy lifting for the generational leap in graphical fidelity.
I think it would be interesting to contrast how characters are modeled here to how Valve has mapped characters in the past. Especially where the face is concerned. What they did with Half-Life 2 was considered revolutionary for the time and it would be really cool to see that older milestone sort of examined and appreciated. Also a comparison between, say, Eli in Half-Life 2: Episode 2 vs his appearance in Alyx to see how that rigging of the same character has advanced
This was really informative thank you so much for making this video and sharing it with all of us 😊
Wow… how did i came across your talented vids. Thank you so much for this beautiful video and explanation. Wish you best of luck
2:15 legit happened to my arthur, like, his hair wouldn't grow, so I shaved it, and just, bam. I got to see that for a good minute till his hair randomly popped back.
wtf lol
Rockstar a living example of how a game industry should have developers, stock holders, all the managing leaders coming together to create master pieces that benefits everyone
You have a gem of a channel. Subscribed .
This is great! I've wanted real game asset analyzed exacltly like you do. I hope to see more. Id really want you to look at some things from HL Alyx, because I love how some of those assets are made. You got a new subscriber.
This is incredible, the rigging part blew me away
How do you put all the textures together in blender
SAME QUESTION
you have to make different materials depending on the textures you are given and assuming the model is already UV unwrapped it should just be a matter of applying the materials to the model.
Do you plan on continuing this sorta semi-series looking at character models from Rockstar games?
I think it'd be really interesting if you dissected Cole Phelps' model from L.A. Noire. That game's techniques for facial animations is still super impressive and I'd love to know how they work. Game is super underrated.
Yeah the blue map looked like to be for bruising, and the weirdly mental rig could be for the weight system of the game, so the rig reacts real time to numbers changing depending on how much you eat ?? that's just a guess - edit: I absolutely love seeing these videos btw, it's super nice seeing how different studios do so many things differently
good to see such things & i'd like more in dev models !!
Great video! Very informative!
Please make details like this about the last of us part 2, this channel is amazing.
Knowing that Arthur has not that much more of polygons compare to Michael, imagine Michael model with all RDR2 texture things, all those wrinkles maps and etc. Same model but with all those texture thing, he literally might look more freshed by all of those things
Very interesting and well done video. Great channel!
I really respect 3D artists, for me its like magic what theys do
This is very interesting.
I know your last video is from a year ago, but I'd be very interested in a similar video about the Mercenaries' character models from TF2. Particularly their faces.
7:35 isnt this the parts that sunlight shines through from behind? that makes ears turn red
you're right
awesome! what about the rig of the horses? would be cool to see how they do XD
Yeah would be interesting to see .
Now am little curious about the animal models...
Knowing Arthur turns bald with a hat makes me sad
Doesn’t rockstar animate its textures? Like muscle tension on the horse or clothing folds?
Excellent, excellent video! I’d REALLY love to see a video like this on The Last of Us Part 2, since it’s really just a behemoth to behold. Ellie has like 20 different face textures and like 2000 joints. There are like 25 named main characters in that game. All the face meshes also use the exact same topology + polycount, too (around 15k tris).
Have you thought about comparing all the John Models used throughout the games? (RDR1 CS John, RDR1 IG John, RDR2 NPC John, RDR2 Epilogue John)
Could you compare John Marston's model from Red Dead 1 and Red Dead 2?
It is more effective to rig a model with a slight bend in the elbows.
Yeah that's why newer games have the A pose, better and easier weighting
@@2ksnakenoodles I wouldn't really say weighting is the issue. The issue is more about the shoulder deformation.
When a character is modeled in a T pose the deltoid muscles are fully activated and the pectoralis are stretched which will give a headaches to the rigger to imagine what the shoulder would look like when the deltoid are at rest.
Doing it the other way around is much easier.
i've made custom texture mods for vehicles but seeing unwrapped facial textures like that still kinda creeps me out
Thanks for this amazing video. One question. Is this illegal? :D
Ripping models from games? Grey area, most companies don't really care(Case in point: Viper's GMOD weapon packs).
Selling them for cash or using them in commercial games? Yeah that's illegal.
that's so cool, thanks for explaining
mb.1 looks like cavity map, for reflection and SSS so you do not get highlight and SSS under beard and hair and some wrinkles details and green looks like SSS map.
I'm pretty sure most of those wrinklemasks are unused in game. I have to recheck the gang memebers ymts but I don't think they are set to use any of em ingame other than NPC John and Arthur
That is some really good topology
I edited his model wich took me months to do but now he looks like how he does in the Artwork.
is it possible to modify Arthur's head and textures? I looked for videos and tutorials to test an experience like putting my player model of the online mode in Arthur's place or trying to get it from other games, but I didn't find anything about
I know people have edited John's player model so I guess find the author for some of those projects and ask them directly how that works. That's about the best lead I can think of as somebody who's never modded the game
The title made me raise my left eyebrow.
Ive always been curious how devs do modular clothing systems with character rigging
In my experience, the character is rigged without clothes, then you separate each customizable part of the body to its own mesh (I do head, torso/arms, hands, legs, and feet) , then for clothes you just edit the mesh of the clothing part you want and export it as a mesh, (it’ll keep weight paint data from original, if you add new geometry just do some manual weight paint) in engine (atleast with Unity) it’s just drag and drop replacing the mesh and material.
As long as the weight groups are the same and all that it’ll look great and the character will move around with the clothes (no overlapping either, because you’re swapping the mesh so the underneath body is not visible). The only downside to this method is that you’ll have to do some manual weight painting if the clothes differ much from the original body (not too bad, but tedious when trying to get baggy shirt to cover top of pants for example)
@@5ld734 yeah good to know. The only thing that makes me curious all the time is how is it possible to combine a tons of clothes between each other including accessories and extra things. Because imagine sometimes you have something big in you belt near the back side with physics applied but on top you choose a coat and if it doesnt fit well it could overlap. Modular system makes me think about it all the time
@@miksfactor Many ways to deal with this, Either have different versions of the same mesh with deleted geometry to account for it , or even applying morphs to activate and change depending on the layers above it. Still need to have a standardized system so that there isnt TOOO much variation, otherwise it would be more of a nightmare than it already is to achieve full spectrum compatibility. Kingdom Come Deliverance has their own unique system which is in house, Idk if they just painstakingly went through every variation or if they devloped an algorithm to detect deistance from meshes and priority one over the other to deform to it. Nonetheless it works well enough
@@5ld734 that is exactly how it works.
How do you export such models from games? I'd love to be able to study different models from games and how they are done professionaly to gain more experience
Could the huge amount of bones be from something like SideFX Skinning Converter, which I believe converts mesh deforms (morphs/shape keys etc) into bone weighted deforms, so that game engines can use them - because I don't think any game engines can deform a character mesh, other than by armature with vertex weights.
Probably, studios like Naughty Dog or Santa Monica have a strong pipeline which links Maya and their Engine in almost every aspect. However, I'm sure Rockstar uses tons of programs linked to Rage, the mud deform is something that I've never seen in other games I wonder if that was made with Houdini, 3ds Max or they built an in engine tool for those simulations.
It would be amazing to bring an actual Rockstar artist who can explain how some of these things are supposed to work
where did you get armature, when i tried to search for it in codex, it just didn't appear anywhere and codex couldn't handle male_skeleton armature in xml export
This is a great video for studying topology n modelling sorts!
Awesome video! Subbed!
It looks like that mb.1 mao is for sss or subsurface scattering. In the game the parts darker show more sss
Mouth cavity can seperated from character model on Rdr2
2:20 pointless trivia the weird cornrow hair trick goes back all the way to gta4, I’m guessing they use it in most games with dynamic hats
#1 he loves his horsea and his horsea loves him
Don't you think that rig is linked to motion apture data. So each bone or most of them are link to that data. Than on top they probably have a correction bone setup. They probably have a system to switch on and off certain bones. We now just see one big chaotic mess
we need environment art version of this
Amazing
where did you find these models?
very nice video, thank you!
mb1 might be the sun light going through the skin
Sorry for the noob question. but I have to know... Did you get this model from the games files?
Interesting to see all that.
Does anyone know why the maps are 2k by 1K, I’ve never seen that before
UDIM 2x1k maps
Cursed Arthur face wrap 😂 amazing
at 7:35 looks like translucency mask map
Subsurface scattering
Yes
You sir, are a model.
THATS A REAL MAN RIGHT THERE
I’d love to see the character models on the Fox Engine
Can we please have a closer look at Claire Redfield or Jill Valentine from the remasters?