Author : Nate Broach


Reply
Reply
 
Thread Tools Display Modes
Vorge's Avatar
Old (#1)
Hey everyone. Glad to see the forums are up in some way or another... anyway, been a while since I posted anything so thought I might share, and get some feedback on what I'm doing.

My school's production team is doing a zombie game, and yours truly is the Zombie Mastah in this case. I did a base mesh, 1500 ish polys so we can have a ton on screen at once to be chewed up by Tommy Gun fire, which should be fun. Anyways, base with 1024, variant textures for hair, clothing, etc will be on 512s as well as alternate faces for getting rid of mirrored textures. So, here it is.



and some wires...



Anyone like, don't like? By the way, textures are mostly photosourced due to the requirements to stay in style of the game, tho I have snuck some painting in there.. mwhaha.. ninja painter. Maybe when I feel less lazy I will do something of my own, till then.. [img]/images/graemlins/smile.gif[/img]

-Dredg
Patrick Morrison
vGFX
Offline , spline, 137 Posts, Join Date Nov 2004, Location San Mateo, CA Send a message via AIM to Vorge  
   Reply With Quote

Vorge's Avatar
Old (#2)
Should probably add in that it's not finished, and it's a wip due to constantly being asked to change the style from realistic to more anime, to back to realistic... sigh.. anyway, I would love some comments and crits.

Much love.

-Dredg
Patrick Morrison
vGFX
Offline , spline, 137 Posts, Join Date Nov 2004, Location San Mateo, CA Send a message via AIM to Vorge  
   Reply With Quote

MoP's Avatar
Old (#3)
Looks pretty good. I personally think he's looking a little too chubby for a zombie, especially around the wrists/hands and ankles/feet area.

You could probably optimise the head mesh a little more, and I reckon the shoulders could be a little more rounded, they're sharp and angular at the moment.

Also, I don't think there's a need for a 1024 texture there - you say you're gonna have a lot of them on screen at once, I reckon it'll look near identical at 512x512 for the base texture, and it'll take up 4x less texture memory = more zombies with less performance hit!
I still think 1024x1024 textures are unneccessary in most games unless you're gonna have extreme closeups with loads of detail, or the character is physically very large.
Looks like a pretty solid base for more variants though.

Definitely optimise the head and add more polys to the shoulders though, it will increase the efficiency and quality of the model.

MoP
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
   Reply With Quote

poopinmymouth's Avatar
Old (#4)
I'm with mop. He is far too smooth. Gives him the impression of wearing a fabric zombie suit instead of actually having rotten skin. 1024 definately seems overkill. If I were you I would also spread some that poly love from his head out to the rest of him. It also looks like his arms might be too short.
Offline , veteran polycounter, 3,616 Posts, Join Date Oct 2004, Location Reykjavik, Iceland Send a message via ICQ to poopinmymouth Send a message via AIM to poopinmymouth Send a message via MSN to poopinmymouth Send a message via Yahoo to poopinmymouth Send a message via Skype™ to poopinmymouth  
   Reply With Quote

Vorge's Avatar
Old (#5)
Thanks for all the replies. And to answer some questions.. the texture sizes arent my choosing. The lead wants to use a 1024, so, thats what I textured him on. And I see what you mean about the chunks and all that, I will put more work into that.
Also, for the sharp shoulders, thats part of the "anime style" I am trying to convey with the mesh, since the game is based off some crap tokyo pop comic book. So not much I can really do about the shoulders without loosing the style and not getting yelled at by my professors.

I will work on the skin, it's sort of hard with no reference, been watching a lot of zombie movies, but still.. hard. Anyways, thanks guys. And any links or suggestions would be greatly appreciated.

-Dredg
Patrick Morrison
vGFX
Offline , spline, 137 Posts, Join Date Nov 2004, Location San Mateo, CA Send a message via AIM to Vorge  
   Reply With Quote

Rick Stirling's Avatar
Old (#6)
He has no cock.
Offline , veteran polycounter, 4,217 Posts, Join Date Oct 2004, Location Edinburgh, Scotland Send a message via MSN to Rick Stirling  
   Reply With Quote

Jackablade's Avatar
Old (#7)
He could use some ears, or at least the sugestion as to where ears might have been when he was less zombified.

As for references, you might do well to get yourself some human references, then just work up the ickyness from there.

Have you got a picture of the original comic that we could be looking at?
Tipping cows in fields Elysian.

Portfolio: www.jackablade.com
Offline , insane polycounter, 5,643 Posts, Join Date Oct 2004, Location Melbourne, Australia  
   Reply With Quote

adam's Avatar
Old (#8)
Good model. Good skin. They just don't go together. As poopinmymouth said he looks like someone wearing a zombie suit. Zombies tend to have open wounds, missing parts of (for example) their leg. Chunks of their head missing, etc. Also, his expression isn't scary/dead enough to be a zombie.

Good job on the hipbones :P
Offline , Administrator, 8,658 Posts, Join Date Oct 2004, Location Toronto, Canada Send a message via AIM to adam Send a message via MSN to adam  
   Reply With Quote

flachdrache's Avatar
Old (#9)
Like the hands but imo the feet are a little too round.
As for reference take a look around for the resident evil comics, they are a good inspiration and somewhere between the romeros "blueskin" and Lucio Fulchi "sandpaperskin" zombies.

hth, JT
(cough - //refactory.free.fr/screen/re0/art_zombie.jpg
Offline , spline, 137 Posts, Join Date Oct 2004,  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch