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HD Trilogy Tommy Vercetti Replacement


almico
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Man, it's so good to see you back, i literally thought about you when i saw them "questionable" models rockstar used for the trilogy.

This "wip" head sculpt already looks 1000 times better then official one, this ACTUALLY looks like tommy, you're doing a really good job so far!

Can't wait to see your progress on this.

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Thanks iAbokai, I don't mod anymore and told myself I wouldn't.. But I felt like this Trilogy called me back from the dead. Stay tuned!

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Progress Update 1. Watch by my friend Pedro who's helping me with assets and such to help speed up progress.

ATVclxT.png

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who would've thought that R* screwing up the appearance of some of the best characters in the GTA series would make the best 3D sculptor that i know to come back.

you can stay as long as you like, you got the entire forum's support on this!

Edit: the update got posted as soon as i posted this :prismkek:

That watch looks great tho.
oh look! Tommy doesn't look fat anymore, already a massive plus. :kekw:

Edited by iAbokai
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BS_BlackScout

I'm convinced. GSG or whoever did Tommy for DE screwed up his face really badly. 

 

Good work Almico. Makes me wonder why people like you didn't get hired to do the job :/

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palmtreegoblin

Wow. Looks fantastic. Thank you for coming back. And thank you for doing this for the community.

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This is looking great! 
I know it's not the scope of the project but is there anyway to see how it looks with realistic hair? 
Meaning what Rockstar used for RDR2 (just planes with png hairs)

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Cheers JRC99

Thanks BS_BlackScout. I didn't apply, I'm currently making a game with one of my best mates.
People are saying the style can't be replicated in HD, but I think the original stylization of characters can be carried across nicely. I guess I'm just doing this to prove a point to fans. Some people responded negatively to me when I did a paintover of the new Tommy restoring his original looks saying "This wouldn't work well in motion, only as a picture".. I don't agree? Anyways, here I am making yet another GTA protagonist in a different style.

Thanks palmtreegoblin

OGMoney - My G

(Vip)Met - Possibly. I'm going to do a real good sculpt job on the hair soon.. and with the right texture and spec maps it should look great.. not 'plastic like', as a lot of people don't seem to like that look. Everything is using a simple shader at the moment. 

Edited by almico
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  • Best Bru 1
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El Dorado

this looks fantastic, light years ahead of whatever *that* thing war drum made

 

but in fairness to them, tommy is the most difficult to recreate

Edited by El Dorado
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Eternal Moonshine

Already looks so much better. I hope that the trilogy will be easily moddable

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Thanks for the positive feedback so far peeps.

Edited by almico
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just Gesha

Great work, man. Your CJ model for GTA 5 is the first thing I went to after seeing the Trilogy DE characters. You still got it!

Edited by just Gesha
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AlterEgo97

It looks amazing! 

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ValterUdarnik

A6F7Y1T.png

 

Some remarks:
 

-Eyes need to be moved ever so slightly more away from each other

-Needs a bit more protuding, swollen forehead above the eyes, this is a very characteristic feature of many GTA characters (Claude, Sweet, Tommy, CJ) and imo what makes the classic R* artstyle when it comes to characters.
-When going down from the eyebrows towards the mouth there is a noticable slope in the cheeks the original one (left compairson)

-Right eye needs to be slightly more closed and angled eye lid (I think one eye is more open than the other one in the original)

 

Some of these things may come in combination (Slope in cheek results from more protuding part above eyes).

 

Other than that really really fantastic job, WAY better than what we have seen in the trailer and screens. Thank you for your dedication.

PS: Can you make the background of the new model also gray so we can see the hair better?

Edited by ValterUdarnik
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Journey_95

Looks amazing. You updated Tommy while keeping his badass look. This just shows how lazy the devs were with his character model in the remaster, they had way more time and resources and couldn't manage to faithfully update Tommy and instead gave us some fat soft looking Indian

 

 

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9 hours ago, almico said:

Hello Peeps. Some of you might remember me, some might not. I'm almico, so hey, now you know me. 

 

Tommy Vercetti's new design has split the vote. Some like it, some don't.

 

I'm taking on the task to make my own version for the upcoming trilogy. I appreciate the artists take on him. My vision will be different though.
 

My good friend Pedro is helping with a few assets like base meshes and watches etc.

 

A few bulletpoints:

  • I'm using the cutscene Tommy... As this is higher poly and R*'s true original vision. The gameplay model was due to limitations and changed his look, almost completely.
  • Not going for ultra realism, I'm going for stylized like the trilogy, and this is MY vision. Opinions are appreciated but not always taken in to consideration. 
  • Hair will be sculpted to fit other characters in the trilogy, although I'm going to try something different when the time comes for texture maps.
  • Keep similar original Tommy look, including accessories they changed like the pearl necklace and 2 stripe (Adidas knockoff) Shelltoes. I will also keep the original shirt colour.
  • Try not to make Tommy look like Timmy Vermicelli

 

I've started a sculpt before making this post so I have something to show off the bat. This will most definitely change.  

 

ZBrush Sculpt EARLY WIP:

V1

A6F7Y1T.png

V2

ATVclxT.png

V3 - Pearls added. 

7qJGtYy.png

 

Bonus TIMMEHH

qtmyzGo.jpg

 

 

 

7flbkstmnav71.png?width=1170&format=png&

 

Hello, can you make Tommy closer to how he looks on the left?

 

 

 

 

 

 

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Aye man what the hell are you doing here making Tommy the way he is supposed to look in the first place? don't you know that Tommy in DE is supposed to look like a clown cartoonish orange piece of susage? how dare you ruin what Rockstar "originally aimed for in DE"? totally unacceptable!

 

/s

 

Man think I'm about to drop a few tears here, this just looks amazing, true quality work there mate, thanks.

 

Just amazing what two people can do compared to what that billion dollar company is doing.

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8 hours ago, ValterUdarnik said:

A6F7Y1T.png

 

Some remarks:
 

-Eyes need to be moved ever so slightly more away from each other

-Needs a bit more protuding, swollen forehead above the eyes, this is a very characteristic feature of many GTA characters (Claude, Sweet, Tommy, CJ) and imo what makes the classic R* artstyle when it comes to characters.
-When going down from the eyebrows towards the mouth there is a noticable slope in the cheeks the original one (left compairson)

-Right eye needs to be slightly more closed and angled eye lid (I think one eye is more open than the other one in the original)

 

Some of these things may come in combination (Slope in cheek results from more protuding part above eyes).

 

Other than that really really fantastic job, WAY better than what we have seen in the trailer and screens. Thank you for your dedication.

PS: Can you make the background of the new model also gray so we can see the hair better?

Hey man, I appreciate your feedback. 

 

- Eyes are definitely the correct distance, as are most of the features, I used Tommy's cutscene head after quading and re-topologizing it all.  Some of it is an illusion due to shadows in the zbrush scene. If you look I'm using his actual eye model and texture to make sure i keep the distance properly. The eyes haven't been moved.

- I'll see what more protrusion looks like. Do you mean the part under his eyebrows but above his eyes? 

- The cheek slope appears less due to having realistic mouth geometry. If you look, his mouth corners now protrude, taking away that long slope. I believe this is why they gave him the crease under his mouth originally, to give an illusion of sorts. 

- YES, you are 100% right about the eye. I haven't done it yet as I needed symmetry for sculpting until I'm happy with the outcome. 

- Bonus note, I actually reduced his chunkiness of the jaw as that didn't translate well either. 

 

Yes I'll change the background colour, no probs. Thanks for the feedback

Edited by almico
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Likeness Update:

Removed

Edited by almico
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ValterUdarnik
2 hours ago, almico said:

Hey man, I appreciate your feedback. 

 

- Eyes are definitely the correct distance, as are most of the features, I used Tommy's cutscene head after quading and re-topologizing it all.  Some of it is an illusion due to shadows in the zbrush scene. If you look I'm using his actual eye model and texture to make sure i keep the distance properly. The eyes haven't been moved.

- I'll see what more protrusion looks like. Do you mean the part under his eyebrows but above his eyes? 

- The cheek slope appears less due to having realistic mouth geometry. If you look, his mouth corners now protrude, taking away that long slope. I believe this is why they gave him the crease under his mouth originally, to give an illusion of sorts. 

- YES, you are 100% right about the eye. I haven't done it yet as I needed symmetry for sculpting until I'm happy with the outcome. 

- Bonus note, I actually reduced his chunkiness of the jaw as that didn't translate well either. 

 

Yes I'll change the background colour, no probs. Thanks for the feedback

 

- Yes I suspected the eye distance question might have been just an illusion, but I figured I mention it

- Initially I meant the part under his eyebrows, but now that you've mentioned it I was aiming for the part above his eyes

- There might be a misunderstanding here, I was not aiming for the transition between cheek and mouth which in the original was darkened by texture to give an illusion but the outer part (I market it with the red line in the pic)

- :D So it's not just my perception, I'm relieved

 

-Yeah I noticed also that the jaw was a bit to chunky.

 

I did some maniupulations to the picture, maybe you'll adapt some things if they seem right to you:

 

-on the left you can see the cheek slope I was talking about. Seems to me that the difference results from a more "swollen" above eye part

On the right:

-I made the nose smaller (seems too short now)

-I moved the whole jaw part down since I noticed that gave him more of this "smug" look

-Replaced eyebrows with the ones from the original (I know, texturing is probably coming later)

-Tried to make the eyes look more closed to give him this "grumpy sleepy" look, but still didn't give the desired effect

 

edit: I noticed there is more "skin, bone, meat" between eyes and nose in the original which gives the illusion that the eyes are further apart.

k4gJH5u.png

 

Edited by ValterUdarnik
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ValterUdarnik
1 hour ago, almico said:

Likeness Update:

8akBOKR.png


Nice, you are ever so slightly closer to the perfect look. Maybe just a little bit more "swelling" above the eyes OR more closed eyes.
Also maybe making the nose more like in the original.

 

Great job dude, you got some really great skills there, I absolutly dig this look.

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ValterUdarnik - Good investigations. I've already given him a bit more 'slope' in the recent update as you've just seen (Saw the new comment whilst replying) but I'll continue to add a bit more and see how it goes. Yeah the texturing is just a base at the moment. I slapped on some colour to help me visualize. I had a smaller nose like the original before posting but it looked a bit off to me. I'll keep working to find the right balance. Thanks for your input homie. 
 

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ValterUdarnik

Nothing to thank for, all the thanks go to you for your effort and skill.
I know that when doing something like this sometimes some feedback gives new ideas and directions which may help, that's what I try to do.

Now that I see how well you are able to replicate the original Tommy, I can only conclude R* or their slave GSG made these changes in the Remaster on purpose, maybe to better serve the Nintendo fanbase. Disgusting.
 

Edited by ValterUdarnik
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Update time:
MbGNAOm.png

 

Edited by almico
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Jamesrock

I need Rockstar to take you hostage and day 1 patch this in. Great job! 

  • KEKW 2
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