Friday, 7 March 2008
the end!! :D
A couple of environment bits i did


*squeltch*Zombieeeeeeee!!!ahh!
there were sertain things that had to be axed, like... THE plat! :( but dan just didnt have time to animate it and we'd rather not have it in than do and it look shit. also, i iad to axe an alpha map i made for her. it just didnt want to work, which was pretty annoying.
Texturing
High poly character modeling

lastly i did her boob tube, i kept it fairly basic. i did the same as i did with the skirt when making bumps in the material. she's going her have fur around the lower part of the top, using alpha channels. and her shrug will be overlapping the upper part which is why i havnt done anything drastic to it.
High poly character modeling


Below is her scabby crusty foot bandage. I really like how it tured out in the end considering it was one of the objects i had most trouble with. To get this effect i made a brush in photoshop, which has a bandagy texture on it and streched it out over the geometry in zbrush. The brush was quite shit, but it gave me a good enough outline for me to follow when crustying it up. I used the level took with the softness all the way down to get a harder dege when extruding areas, i used the rake took also to get a cross hatch in the sock too.
Next is the skirt, considering its a basic looking item, it was fairly difficault to make good folds along the seam. I took a different approch with making folds this time, using the level tool on soft then smoothing the ends out, then i used the pinch tool to pull in the ends to give it a tighter fold look. i made another brush in photoshop which has a grainy bump to it that i applied to the skirt to make it more material like.
Wednesday, 20 February 2008
High poly character modelling

I then took a bone and Zbrushed that up, but I don’t have a screen print of it so I haven’t put it up, however it’s nothing special and I’ll wack it up once it’s been UV'd. I planned on working from the feet up because I thought the garments on her upper body would be harder to create. So I Zburshed her "leg warmer", which is basically animal skin wrapped around her shins. For this I used the 'Macro' tool call 'rake volumiser', which allows you to raise the surface to create lumps and bumps. Its harder then it might seem, but I think I got a good result. I used the rake tool's hatching in my design to my advantage, rather then smoothing it all out, as I thought once it has the rope tied around it, it would make quite a nice scrunched cloth bump. I’m going to use alpha channels at the top and bottom to give it tattered edges.

I attempted to move on to her bandages, which are wrapped round her feet. However, as much as I tried it kept looking like a verooker sock, so I passed on that one for now. I decided to Zbrush her shrug instead, as I had been quite successful with the leg warmer and I didn’t want to leave it before I lost my touch. So I used the same technique as I did with the leg warmer, but I smoothed out all the bumpy bits. The problem that kept occurring with me was whenever I divided the geometry of the low poly mesh I lost allot of shape, particularly with the foot bandage. To I had to 'tweak' the low poly mesh in order to keep the higher divisions shape how I wanted it. Below is the shrug more or less finished. However sints then I’ve elongated the sleeves a bit, so it’s long enough to go down to the bangles. As well as giving it a subtle grainy texture I made in Photoshop. I’ve applied that to a few of my objects because it takes off the plaslicy looking feel some Zbrushed things can gain. Also I’m again going to give the edges alpha channels, giving it tattered edges.
Ok, so I then went back to the body to zombify her up some more, buy giving her a sticky out rib. To get this I used the 'level' tool and had the radius down so the brush had no softness, which allowed me to work away into her stomach, where I then softened some of the edges slightly. I then used the same tool to pull her rib out from her stomach, rather then pushing in with the tool I pulled out the faces until I got a nice sharp rib. I then looked at what I did and realised I had got a bit carried away with the level tool and she had a gapping hole in her so I tried to flesh it out a bit with some oozy flesh. I plan to UV maggots in it to make it less gapey.
Friday, 1 February 2008
High poly character head


However, Dan.C said it would be better to re-modle the high poly head in Zbrush. it took me a while to get over it, but a cup of tea or two later i was fine. So, below is the third attempt at the high poly head. the second version was also a nightmare. I worked on it and got her how i wanted, but Zbrush being a stupid programme decided not to save it. We we'er saveing our attempts as 'documents' which one would assume was the...document. But no! You have to save the 'tool' to keep the head as a working document, because that makes sense (severe sarcasm right there). So i had to re do it from scratch again. which resulted in the below images. having never used Zbrush this was a big learning curve



Below Dan.C attempted to see how the low poly head would look having had the high poly normal map baked on to it. the low poly is around 600 polys where as the high poly has 600,000.

Low poly character head


Thursday, 31 January 2008
Lots of group work and character research


Below is a serise of pages from my sketch book. The first image i was just jotting out a few conscpt ideas, like seating in the camp and a couple of storyboard shots i had in mind (befor we did all the storyboard as a group). Also to the top left is a really basic outine of my charactes head. i really want her to look quite chizled and hard, which would add to her evilness i think.





Below is one video i found which demonstrates some awsome fighting techniques. it's from the film 'Drunkern master 2' which shows the drunkern stance quite extensivly. I thought this style of fighting would be really good for our zombie character becuase it's very limp and bendy, much like a zombie's stance. i showed it to the resto f the group and they really liked it.
My version on the script
The woman walks up to the camp entrance, runs, then slows down as she goes through wooden spikes sticking out the ground, blockading the entrance and continues through the gate.
She walks into the camp, looking cautious. She looks from left to right then turns all the way round, checking behind her for anything while still walking forward. The camp is deserted as she walks around, with her hand on her holster hip. She comes to a stop in the center of the camp, near a giant totem pole, noticing markings on the floor. She inspects the markings closer, only to reveal she has the same marking on her hand. She touches the marking on the floor.
Goodie “Blood?”
She stands up taking a few steps forward then pauses, noticing a cloaked figure in the distance. The figure is moving very slowly and hunched like an old woman, with its back facing her.
Goodie “I thought this place was long deserted…who in hell could survive out here”
She takes a couple of steps forward.
Goodie “Hello?”
The cloaked figure stops moving, still with its back facing her, swaying from side to side slightly.
Goodie “Hello!?”
Baddie “what do you want…”
Goodie “What’s this symbol on the floor mean? Do you know?
Baddie “death, is the only thing that you will find here.”
Goodie “what? Look, I don’t play well with others, especially when threatened. I was tolled I would find answers here and I’m not leaving without them.”
Baddie “I answer to no one!”
Goodie “I’m not no one, I’m someone! Someone who’s come this far for something, which will help me fined answers and I”-
Baddie -“and I have seen and heard enough.”
Goodie “let truth be seen in the eye of the beholder… that’s it.”
She gets her whip out and lashes it towards the woman’s face. The woman quickly razes her hand and grabs the whip.
Goodie “get over here!”
She tugs hard on the whip jerking the woman down to her feet as she still clutches it. The cape falls off revealing her for what she truly is, a zombie.
Initial ideas
Below is a page I sketched out rough of a random character idea that night, as I didn’t think the Pocahontas idea was going to go anywhere.

Friday, 11 January 2008
Initial research
Over the christmas hollidays i gathered various images while spending countless hours sitting on the internet doing nothing, as usual. i didnt really look out for anything in particular, rather kept an eye out for anything that looked good, weather it be style, subject or lighting an so on. Myself, Anna and Dan.C had all ready decided that we wanted to work together as a team, so on occasion we attempted to meet up for "research" days. these days usually ended up being "playstation" days, but we did generate some good ideas.
The image above was something that i had collected because i really liked the use of colour and the approch these people had taken towards modeling a vheacle, taking a bus which already has loads of character to work with and taking it further. Rather then just modeling a smooth shiney sports car, which seems pretty generic. It's something that i would like to create myself, which is what came up in one of our get togethers over the holliday with Anna and Dan.C. To simply put it, we came up with an idea of each of us creating a unique vehicle whith a character relating to it. We thought we could style them to look like there vihcles and have them race through a scene, or have them connect in a 'Power Ranger' way (for whatever reason). alas this idea has not been taken further.
Above and below are two images of character that i really like, both for different reasons. i think that the character design above is awsome. he's really basic with lots of character. Also, i really like his texturing. Baring in mind that we previously had done quite a dark, gothic styled animation and have been labled..."goths"...jarred (we have our sources) lol. i think it would be Typical of us to make sutch a character. The character below has a relly nice sence of realism, while being quite characature, which is something that the group could look into. So these were a few of the images which i got over the holliday that really stood out to me.