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Naughty Dog is hiring a character artist

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i would prefer they would talk about other more important things...rather then throw numbers to get attention...

They would totally talk about how they're doing a game for a console that hasn't been even announced yet.
They wouldn't!

They have talked so many times about story and level design, that it baffles me that you mention this.
 
My money is on Crash Bandicoot Generations.

j0plMT2k1NQgj.png

fffffffffuck I wish
 
I'd rather them focus on improving their already impressive imagination. That, for me, is the #1 factor when it comes to visuals of a game.

It'll be great to see what next gen games look like. I hope they are working on Uncharted 4, and I hope they continue to refine and improve the gameplay (AKA, make the platforming less automated, and improve the shooting controls).
 
Million huh...so I'm guessing someone did their polycount in Zbrush before exporting and making the low poly, baked normal that won't render crash your console in realtime.
This.


Of course, this won't stop million polygon models from becoming the "Nurbs" of this coming generation.

AHAHAA! Oh man I've spent too much time in Maya. I'm Guessing at one point people were predicting Nurbs would overthrow the polygon in how it calculates smooth edges and curves by using anything over 3 points to project a curve. Yeah...that sure wont happen given how render intensive those are. We should all just shout Voxels next and go full insanity. Dem unlimited point clouds.
 
This is why you don't source N4G. Mostly it's crap that gets posted there.

This PlaystationLifestyle site thing forgot how normal mapping happens. They also managed to misinterpret the "next-gen" part somehow.

"Prior" and "experience" being the keywords. The only actual news here is that Naughty Dog is hiring a a character artist.

they must've demoted Uncharted 3 character artist. good, Elena look a lot better in U2 than U3. what are they thinking changing Elena that much, the eyes are completely different.
 
They have totally misinterpreted that sentence which was on the ND website. They are always scaled back to something what the actual hardware can handle.
 
Well, I hope ND put out a new J&D on the PS3 before they move on to the PS4.

Also if history is to believe, we have to get a Nathan Drake Racing title as the fourth title in the Uncharted series (as with Crash Tag Team Racing and Jak X: Combat Racing).
 
Not really much of a difference between the uncharted games and those fmv games back on the sega cd in terms of gameplay.

More cretinous hyperbole from yourself. There's a massive difference which is why the gameplay in Uncharted is enough to sustain a popular online multiplayer experience.
 
They have totally misinterpreted that sentence which was on the ND website. They are always scaled back to something what the actual hardware can handle.

Indeed. Many of my character models are upwards of 10 million triangles at one point... Before creating the actual game ready geometry.

That job posting basically describe what most current gen character artists do.
 
Holy shit at the amount of stupid in the first page of this thread.

How many times people who know what they're talking about have to post the same thing (zbrush, etc) before anyone else starts reading.
 
Holy shit at the amount of stupid in the first page of this thread.

How many times people who know what they're talking about have to post the same thing (zbrush, etc) before anyone else starts reading.

To be fair , the original title of the tread (unless I'm remembering the wrong thread :p) was kinda misleading (something about Naughty Dog making a game with a million polygons per character)...or something. :p
 
I guess after we sorted these was all about character models high poly meshes for normal maps and downscale for gaming, the most impressive thing is that Naughty Dog already used 30,000 poly character models in game when God of War 3 used an amazing 20,000 already.
 
Yeah, that definitely means that they want a character artist that will be able to sculpt multi-million polygon characters and then bake them down to ones that are anywhere from 7,000 to 30,000 polygons. This is pretty much par for the course at any game studio these days.


I guess after we sorted these was all about character models high poly meshes for normal maps and downscale for gaming, the most impressive thing is that Naughty Dog already used 30,000 poly character models in game when God of War 3 used an amazing 20,000 already.

Yep, pretty crazy. The max of last generation was like 9,000. The generation before that was around 1,000 hahaha.
 
I guess after we sorted these was all about character models high poly meshes for normal maps and downscale for gaming, the most impressive thing is that Naughty Dog already used 30,000 poly character models in game when God of War 3 used an amazing 20,000 already.

The models for The Last of Us seem even more detailed. ND showed the wireframe model for Joel's face and it looks insane

EAtvX.png
 
Million huh...so I'm guessing someone did their polycount in Zbrush before exporting and making the low poly, baked normal that won't render crash your console in realtime.


AHAHAA! Oh man I've spent too much time in Maya. I'm Guessing at one point people were predicting Nurbs would overthrow the polygon in how it calculates smooth edges and curves by using anything over 3 points to project a curve. Yeah...that sure wont happen given how render intensive those are. We should all just shout Voxels next and go full insanity. Dem unlimited point clouds.

Voxels

Dude

Voxels
 
As has already been posted when you work in ZBrush you're sculpting tools that are subdivided down to over 10 million polygons. When those tools are exported into Maya or Max or whatever they're retopologized down to a number of polys appropriate for the game.

This is kind of a non story, it's just standard practice.


What would a million poly model look like? Toy Story? Or Avatar?


zbrushcentral.com - tons of work from all sorts of artists including the games industry
 
After the release of Uncharted 2, Naughty Dog split into teams – one to work on Uncharted 3, and the other to work on The Last of Us. With Uncharted 3 now out, what is the first Naughty Dog team working on? A new job listing uncovered by PlayStation LifeStyle suggests that the top developer is working on a next gen game that has million polygon characters.

The listing for a Character Artist states (emphasis added):

Prior professional experience with normal map extraction of human models for next-gen games

Additionally, it also says that “this digital sculptor will be responsible for making million poly models game ready, and support highest-res characters for renderings”, and as the job is a character artist, itÂ’s clear the million polygon models being discussed are character models. To put that in perspective, Naughty Dog previously revealed that Uncharted 2 character models were “over 30,000″ polygons, and Kratos in GOW III is made of ‘onlyÂ’ 20,000 polygons. That means a huge step up over existing PS3 games.

Considering how amazing Naughty Dog games look on the PS3, the thought of far higher res games on the PS4 is truly mindblowing. But what would you like from Naughty Dog? Uncharted 4 or an entirely new IP? Let us know in the comments below.
http://www.naughtydog.com/site/careers/character_artist2/
http://n4g.com/news/925192/naughty-...n-game-with-million-poly-character-models/com

LOL "one million polygons", hahahahaha
 
I think the OP is blowing things out of proportion here.. :p

this digital sculptor will be responsible for making million poly models game ready, and support highest-res characters for renderings

The way I read it is that they are looking for a middle man between the Zbrush/Mudbox artist and the texture artist. Basically a 'Re-topo guy' Which takes the high polygon source model (12+ million polys) that another artist makes and retopologise it to make it game ready. ie; bring it into real time polygon counts which would be the 20k tri counts mentioned in the OP.
They then unwrap it and bake out all the maps needed for the texture artist to work on painting the textures.

Pretty much a grunt tech job. This is so the more specialized artists get to focus on making art and not worrying about all the technical implementation that goes with putting characters into an engine.
 
I think the OP is blowing things out of proportion here.. :p



The way I read it is that they are looking for a middle man between the Zbrush/Mudbox artist and the texture artist. Basically a 'Re-topo guy' Which takes the high polygon source model (12+ million polys) that another artist makes and retopologise it to make it game ready. ie; bring it into real time polygon counts which would be the 20k tri counts mentioned in the OP.
They then unwrap it and bake out all the maps needed for the texture artist to work on painting the textures.

Pretty much a grunt tech job. This is so the more specialized artists get to focus on making art and not worrying about all the technical implementation that goes with putting characters into an engine.

Without knowing the technicalities I was thinking just that.
 
The models for The Last of Us seem even more detailed. ND showed the wireframe model for Joel's face and it looks insane

EAtvX.png

There are crossed Polygons in there in wireframe so it may look as a lot but maybe it ain't. Just saying
Also the body part that has the most polygons is the face, its for the expressions. It needs to look as real as posible and thats the most deformed part (Blend shapes for 3D artists) in the characters. The whole body can be mode with less polygons.
 
What would a million poly model look like? Toy Story? Or Avatar?

The models in those films don't have poly counts. They use a similar process to games, sometimes, high res to low res, sometimes they just build a low res model. Often film models aren't much more detailed than what you would see in a game. The difference in film is that they use highly detailed often procedural textures and relief maps and a micropolygon renderer. What the renderer will do is take a character model that is say 20-50K polygons and dice it up into a preset number of polygons per on screen pixel. So, a character's head may only have like 6,000 polygons in it, but when it takes up half the frame the rederer is going to tesselate it to 2,4,8 or how ever many polygons per pixel resulting in millions of polygons in the face alone for that frame. It will be a different number of polygons every frame depending on how mush real estate the model takes up in the frame. The maps and the shaders do all the work of making each of those pixels look unique.
 
This is the one thing that sticks out in today's games. They can add all the post-processing they want, but low poly models and textures can kill the atmosphere of a game.

That's where Naughty Dog really shines compared to other studios. But let's be needy and push them to 3 million poly characters or bust! :D
 
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