Hey guys. After all the talk about WAYWO lately and how people miss genuine threads, I decided to start one of my own.
It's a female zombie based on a concept by
John Grello, which can be seen here.
>Link<
I'm at the texturing phase, but I'll post some of the progress shots here just so you can see how it's come along. It's currently sitting at 9150 tris.
The texture is pretty early right now, only diffuse and alpha; no spec. Initially I was intimidated by the amount of skin I would have to texture, but I think it's working out. I'm not using photo sources so far on the skin and I'm probably not going to. Every time I do a new project I seem to be painting more and more and hardly using photos at all. Much more Freedom.
The face looks bad but the pose is not final. The jaw is hooked up to a cluster so I can move the mouth around. I'm also going to make some blend shapes for it. There's still some artifacts in the normal map that I have to paint out. Other than that I just have to keep adding details and refining; turning her into more of a Zombie. All crits welcome.
Old:
WIP imageBlock in:Final High Poly:Bake:
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Replies
Looks good, it just doesn't feel zombie yet... More like a trailer trash hoe on acid.
the only other thing that bugs me are these cloth moth holes or what it should be.. it looks like acid splattered all over her..
Flava Fly: For sure! Most of it is just base texture right now, I think what I spent the most time one so far was the pants of all things.
Ferg: Pretty much is it base colour right now with some noise overlays to break it up. I painted in some subtle reddish pink tones but I will do more, yellows and blues. I'll consider using photos, but I don't know, the last few times I used them it was a hassle trying to get rid of the lighting information and make it look good.
Titus S: Well I guess that's a good thing? More zombie to come!
serialkiller: Haha, that would be interesting. I could go back and bake a nude version if I wanted.
rollin: Thanks. Yeah, I also see how the face is not working right now. Definitely going to address that. Interesting point about the cloth. I actually generated it procedurally with Zbrush surface noise so it's not perfect, but looks good. what should I do to make it better? Alphas with loose threads? At this point I could actually just redo all the holes on the alpha instead of keeping the ones from the bake, so let me know.
Thanks for all the crits guys! I appreciate it.:poly142:
Because every hole/tear will change the way the folds look like
but to go one step after the other..what should they represent? how did they get in there ..
btw.. maybe try to change the eyes first .. this could improve the face already
just kidding ^^
Should it be more zombie still? Less? Any suggestions?
Things left to do: Work on the face, the hair, dirty up her clothes, maybe fix the tears on the shirt, add dirt other than blood, and stuff I can't remember. I'm also considering making a small backdrop for her, if I didn't mention that yet.
All crits welcome as usual. Thanks for looking.
Also, the front cut in her shirt is far too sharp, have you considered an alpha?
Texturewise, I'd add a lot of bruising, as well as some blue/purple around her eyes. Veins will make things creepier as well.
edit: Rollin brings up a good point: where do these holes comes from? Right now, they look like moth holes, which would mean the clothes would be older and dustier anyway. If they're meant to be tears, they would be much thinner and longer, and you might get some L-shaped flaps. Using Zbrush noise for this is a nice trick (and I really do love noise for that sort of thing!), but it doesn't really work for this type of damage.
just a leetle bit of dirt buildup around the lower legs/feet might be nice, not too much tho. I like how straight forward and clean (?) the character looks overall. And a little brusing and darker areas on her skin would be a nice thing to add as mightypea said.
...oh and more blood around the mouth/neck area too please
edit: how;d you do those cool holes in the shirt high poly btw? Some of them are a little out of place but i like how you pulled them off anyways ^^
Definitely going to put in some more bruises, veins and blemishes. As well as more skin tone variation. There's a lot there in the texture but it faded as I kept desaturating the base more, so I'll keep working on it.
serdelita: For sure, I'll spread the blood around some more. Thanks.
serialkiler, JohnnyRaptor: Thanks guys, I'll definitely work on that. At the moment it is just solid red, so I'll vary it up. Hunks of skin and brain chunks and dirt caught in it maybe.
achillesian: That would be a cool idea, but a bit too large scale of a change to make at this point. Hopefully the cloth will make more sense in the next update.
Nizza_Waaarg: Thanks. I will try the whited out eyes again. They are yellow because the white faded against the old bright skin colour. Now that it's more gaunt it'll probably fit in better.
This tutorial is how I did the rips. It actually is in part what made me go forward with this character. I was trying to decide between two projects and then this tutorial popped up and gave me a reason to do the zombie, so I could try it out. In Zbrush you end up with a mask and then hide, so if you take your time and plan out the tears you could make it more convincing.
Thanks again guys, lots of good crits here. I'll go back to work on it. Not sure I'll have much time to work tonight though. Cheers.:)
I haven't had a ton of time to work on this in the last few days but here's what it's looking like after the bits of time I've put in. I whited out the eyes more, added more blood, tested some veins, added even more bruising and redid the tears in the shirt. The way it's posed is breaking the illusion that it's cloth and that's not fixable just by alpha alone.
Still to do: toe nail polish, dirt on clothes/lower legs, detail the shirt, detail the face, make the veins make sense and add them everywhere, experiment more with the skin tones, make the eyes look more bloodshot, detail the hair and detail the bra.
Thanks for looking.:)
The blood around her face and hands looks a little "photoshopped" maybe break it up with some splatmarks or something?
nice job!
Celes: Perhaps, I'll play with it some more but I want to stick to the original concept too. And green is a bit cheesy as a colour for zombies.
BerserK: Yeah for sure, gotta work more on the bloody areas. I don't know what I was doing when making it, forgetting about dripping, splattering and basic fluid dynamics.
Shiv: All in good time! I can't do everything at once.
Thanks for the comments guys, everything helps. I want to have this finished soon but it's hard to find time, so we'll see.
If nothing else, I'd certainly add some green/yellow tones to her skin, and maybe make her wounds look less red-vibrant, and maybe more brown. While she is supposed to be dead and gross, I think the blood around her mouth and on her hands can look more fresh - after all, she's going after the healthy-and-living, eh? :P
Here's what it looks like after a few days of on and off work.
I really like where the texturing is going, though some seams are a bit obvious. I don't know how avoidable that is. I also really like the sculpting on the legs. I think that this is by far your coolest looking model, and if you brought the quality of the flaws I mentioned up to the level of some of the other things about it this model could be really awesome. Good day.
Also, in the mean time I made a pedestal for it that doesn't actually work well for presenting because it's really wide. It was really tedious cutting out all of the rock shapes too. I also toyed around with the idea of having a dog in a bag in her right hand too, which I got mostly done, I was retopo'ing the bag and the dog.
Bonus images: Pedestal, Dog in a bag
Back then, I hit a huge roadblock with the lighting and rendering. I tried 3 different Maya real-time shaders, Mental Ray and Marmoset Toolbag 1.0 with dozens of different lighting setups, but I could never achieve the look I wanted. Since the new version of Toolbag was released I went and tried to render it in ther with custom light setups now supported. BAM! I got the kind of results I wanted right away. So here it is. Crits and comments welcome as always.:)
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