View Full Version : Character: Zombie W.I.P.
GMS-575 12-06-2004, 02:36 PM Hi There,
this is a Layout for a Zombie Character. I modelled and unwrapped it in 4 days.
Texturing was done in 2 days by someone else. The Character is still WIP.
Textures:
Diffuse an Bump.
Polycount: 2250 (max polys)
Feel free to critique. :)
http://img23.exs.cx/img23/7648/t8ozombiewip.jpg
http://img23.exs.cx/img23/9886/y5ozombiewip01.jpg
http://img23.exs.cx/img23/9982/t4wzombiewip02.jpg
http://img23.exs.cx/img23/5935/i6ezombiewip04.jpg
http://img23.exs.cx/img23/8159/z5uzombiewip03.jpg
http://img23.exs.cx/img23/8475/n2fzombiewip05.jpg
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AdamAtomic
12-06-2004, 03:13 PM
the texture on the pants and belt could use a little more details, and that eye texture is a real cop-out - this zombie deserves creepy white eyes!
DanGrover
12-06-2004, 03:22 PM
You could really cut some poly's on the teeth. But yeah, apart from the eye's the end product looks nice.
McStyle
12-06-2004, 03:31 PM
nice work :thumbsup:
but i think you can lower the polycount.
you've wasted some polys at the belt and a lot at the teeth. why you've added 3 rows of polys? comparison to the rest, i think one is enough.
GMS-575
12-06-2004, 03:31 PM
We want to give the character a "magic" effect for the eyes. So that he looks like a summoned zombie and not like a "dawn of the dead" zombie. We thought its better to give him green eyes instead of dead white eyes.
It looks also cool if you see the character in the game engine, when he stands in the dark and the only thing you see are the green eyes. But maybe there is an other way to let him look summoned.
sorry for my english :)
GMS-575
12-06-2004, 03:39 PM
i removed them already :D.
hanzo
12-07-2004, 08:44 AM
I like this piece, the textures are very detail, though this is just another zombie, I think the design should be a little more imaginative...
but hey, I don't like zombies anyway.
Definately get rid of the teeth vertices/edges.
Get rid of the eyes and create an eye socket with no eyes in them. Then, make 1 poly in the middle of it with the green glow as an alpha transparent texture. This way, the green glow will appear the same from all angles, and will look better. Just in the eyes there looks to be 64 triangles going to waste because they're textured with black. If you use some of these polys in making the eye sockets and then reduce the polygon count for the eye sockets since they're black and you won't see any lighting detail on the black surfaces, you could get a better effect for cheaper.
The head texture looks good. I'd like to see more spot highlights on the body though. The head has some highlights around the cheeks, lips, and forehead... It would do the body and arms a great service if they were included on these features as well. Zombies are in the ground, and at this rate of decay, he died at least a century ago, so it's safe to say that he's getting a lot of rain water. He's juicy, so he should look juicy. Gloss him up a bit with those highlights! :)
I see a lot of interesting stuff going on with his abdomen, but it's hard to register unless you really stare for a while. Pop it out with some highlights, and he'll be good to go.
GMS-575
12-07-2004, 09:40 AM
The idea with the eye socket and the glow texture is really cool. I thought about a billboard placed in the eye socket. That way you can see the glow effect also if you see the zombie from the side.
Thanxs for the ideas. :thumbsup:
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