Below is a first look at the hands. In the animatic I have noticed we see alot of close ups of the arms and hands and so I have decided to go into a bit more detail than first thought. Also I have sculpted around the nails to and used separate GEO for the nails as I wanted to be able to play with the shape rather than worrying about the hands topology. I have tried to give an impression of anatomy on the zombie, I like the outcome although I would like to refine some of the shapes of the muscles but I feel when its rendered the outcomes are nice and feel that will work well with the rig!
The development of the head has gone well. I have really enjoyed sculpting the wrinkles and feel that I have learnt alot from doing it, learning what not to do and what works well. The actual sculpting of the head was the first thing I did, as we want the Zombie to stand out and be something that catches the eye of the viewer. The sculpt was a constant development, I didn't make a detailed base mesh and then go into sculpting with uvs, I instead sculpting from a very basic base mesh and the slowly took that sculpt to this point, remeshing it on the way and adding uv's.
For rendering turntables, images, posters we have been using a Render Ref scene that I have created. I used mentral ray area lights with exposure nodes with the ability to add 3D depth of Field if needed.
This scene was used to render all the images found on the Website for Going down as well as the poster designs and was used to test the models, shaders and textures before using them in the animation scenes. You could use the exposure nodes to add a different tone to the shot whether you want the lights to be more yellow or you want a blue colder type of scene.
Below are two more examples of the scene being used.