Tuesday 17 January 2012

Character update: Zombie

Below shows the first look at the proportions of the Zombie. I wanted to get a ruff shape blocked out fast so Greg can get on with rigging the character. We are referencing so we will be able start previs and test animations with the rig before I even get a animation ready mesh ready.


Below are two images showing the two proxy meshes I created for Greg so he could get the rig started. Theres no joints in the mesh so painting weights is not really needed, this saves alot of time as the rig will chop and change and repainting the weights over and over again will cause a lack of quality and attention to detail.



So what colour will our Zombie be? We have no idea! we are wanting to come away from green but obviously that always causes problems as different colours look odd and out of place. We plan to develop this over the next week and see what colour we think works best.


Below shows the latest Zombie head, this time rendered out of Maya to get the true shape and proportions as Zbrush doesn't always give the right perspective to what a Maya camera would give. I'm fairly happy with the outcome and plan to retopologise it next then move on to details as we want to give abit more surface detail to the Zombie so Zbrush will be used to create them. The render below also shows some shader development I am making as I want to create a shader that represents skin and gives us control in post production!

No comments:

Post a Comment