Monday 6 February 2012

Zombie DSP Dev

Zombie Character update! Here is a big stage in creating the Zombie. Below shows the development of the Zombie Displacement Maps. This is a big decision to use DSP maps as render time will increase but the room it gives us to develop shape makes it worth will. As we are on a shorter deadline due to us starting again, I have only be able to spend a small amount of time on the character models. However I think the design is going well. If we started this idea from the start I would of maybe pushed the idea of ncloth and sim all the clothes meaning we would have a full body underneath instead of at the moment I have only modelled what we see.


Here is a first look at the displacement of the shirt. I have tried to get the idea of cloth wrinkles, I have also tried to give the impression of wear and tear with having holes and scruff bottom of the shirt. I feel that the holes do need work but with Texturing I think it will be a nice effect and will break up the surface.


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.



Below are two more images at different angles I rendered to see how the light affected the surface and whether or not what I was doing was working. Instead of a turntable I moved the GEO in placed where the light would be different as when the Zombie moves it will still need to show nice shape and deformation.




RENDER SCENE:


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.




Intern Cloth Displacement v01



Time for displacement development on the intern! I'm still on the borderline of what we are doing for the intern as we are worried about render time and the mode displacements I add the higher chance I will need to remesh. I will develop a good level of displacement maps and see if it will be worth it as the shape we are happy and sometimes displacement shirts look odd as the creases won't move, which gives it a very basic feel, where simple mesh will deform nicely! Also I am happy with the first test. the trousers need work but its a good start! The Zombie will be a bigger model when it comes to displacement and details as we want to get that idea of zombie skin texture.