View Full Version : Zombie WIP
dansgarbage
02-02-2010, 11:53 PM
So here is a project I have been wanting to finish for a while. I wanted to post a wip and update it as I go. Eventually he will be a full blown zombie :)
http://dansgarbage.com/images/wip3.jpg
phoenix
03-02-2010, 06:14 AM
Seems to be interesting start :) will wait for the updates :)
Regards
dansgarbage
08-04-2010, 09:57 AM
Hi guys. It is great to see such high level of work coming out of this forum. It is very inspiring.
Here is a update. So the plan is to push the head as far as I can with textures and lighting next. After I am happy with the result I plan to do a zombie version of my character.
It will be a before and after infection. Hope you enjoy :)
http://dansgarbage.com/images/wip6.jpg
http://dansgarbage.com/images/wip4.jpg
ianucci
08-04-2010, 10:37 AM
Looking super realistic Dan, is that pure sculpting or does it have a bump map on it?
PascalR
08-04-2010, 10:55 AM
Looking nice Dan, the ears shapes look a bit soft and the bump a bit too strong overall but it will probably be fine once you get some subsurface in there. Nice clothing:D
Cheers
P.
nice start dan.
will he always wear a mask ?
it feels like you could push your low/med frequency forms on the head more before jumping onto high frequency pore level detail.
looking forward to see the full outbreak...
dansgarbage
08-04-2010, 11:41 AM
ianucci it is actually displaced in zbrush. I used a alpha mask to get the detail.
thanks PascalR :D I agree. It is still a bit rough at this stage. Hopefully it will look more natural once I start fine tuning the render with the maps. I agree about breaking the ear up some more. thanks.
Flo I plan to show it as a series of images telling some what of a story. So he would only have the mask on in one image. I agree about pushing the form more. I am going to do one more pass before extracting displacements and putting pore details.:D
thanks guys
shannonThomas
08-04-2010, 12:08 PM
Very nice Dan.
I think you can cut down a bit that area above the ear, where it connect to the head, its too smooth of a transition right now. Also maybe tone the bump down in the ear, it's normally a little tighter skin there, less bumpy.
There's also weird rake-like stroke at the lip corner, throws off a bit your nice forms going on there. The clothing is very nice too.
dansgarbage
08-04-2010, 12:36 PM
hey shannon. thanks for the post. All good points. I am working on cleaning up things and working on details at this point. I will take your points into consideration.
nightwoodwolf
10-04-2010, 06:09 AM
hey Dan .. nice work you got there, the jacket looks awesome
one thing .. i can see the displaced effect on the head from alpha or/and intensity mask .. specially on the ears .. what i normally do to control that kind of effect is store a morph target first then apply the inflate or displacement .. then use the morph brush to tone down the effect specially around the ears, nose, eye lids and such.
great work mate, keep it up ..
dansgarbage
03-08-2010, 02:07 AM
Hi guys. It has been a while since I have done a update. There is so much good work now a days and so much good work done on character heads it made me really want to push it with this model.
I wanted to create something that can be used in production and not just a Photoshopped image. I took the time to paint out all my maps as clean as possible and not to have any baked in lighting. They were created at 6k. I used Mental Ray to render everything out.
It is not completely done yet. I still have to texture the clothes. I just wanted to post it so that I could start getting feed back before finishing. Hopefully if I find the energy I will make him into a zombie in the near future :) I included a break down below. If you have any questions please feel free to ask! Thanks for looking!
http://dansgarbage.com/images/WIP56.jpg
http://dansgarbage.com/images/WIP57.jpg
http://dansgarbage.com/images/WIP55.jpg
http://dansgarbage.com/images/WIP50.jpg
PascalR
03-08-2010, 12:16 PM
Nice work Dan, I think the skin feels a bit too shiny, some specular seem a bit off, like on the mouth line. As if there was no shadows in there. The eyes feel a bit bright too, could be due to the reflection or lack of shadowing from the eyelashes. Clothing model looks great.
Nice textures and hair, keep it up:thumbsup:
dansgarbage
03-08-2010, 10:37 PM
thanks Pascal! It great to hear some feedback. Those are some good points. I will play with the lighting in the eyes. I will also play around with the spec.
El Burritoh
04-08-2010, 04:32 AM
That looks quite believable! The eyes are especially striking.
Apart from what's been mentioned, it seems the outside corner of his right eye doesn't have as much wrinkle detail as the left side. In keeping with his age I could see a little more wear there. But that's nitpicking really. This looks awesome!
tiktok
04-08-2010, 07:38 PM
This looks great dan!
The skin texture and shading is looking fantastic.
My only gripe is with the eyes. The iris seems unusually small. They also seem almost too wet like he's about to cry. Not sure though, it's hard to put a finger on it. Eyes are always the hardest part to get right :P
great stuff though! :bouncy:
-Bayard
dansgarbage
04-08-2010, 11:52 PM
El Burritoh thanks for the comment. Those small details are hard to spot some times. Thanks for the critique and pointers.
Bay! Thanks man. I agree with you about the eyes. They are so tricky to get right. I will take your points into account and play around with them so more.
PascalR
06-08-2010, 04:24 PM
Hey Dan, about the eyes I think the caruncula (fleshy part at the corner) is too bright compared to the surrounding skin. I would make sure the values are blending well in this region, it sorts of pops out right now (same for the meniscus, could the reflection is too wide).
Great model and textures man, very nice work on these.
PascalR
06-08-2010, 11:01 PM
:sw:plugged:sw:
dansgarbage
07-08-2010, 05:59 PM
I agree about the eyes Pascal. I am reworking them at the moment to see what I can do about them. Thanks for the plug! I will see if I can put a update soon :)
El Burritoh
07-08-2010, 06:21 PM
I just have to ask...how do you guys go about sculpting specific skin patterns? For example, the skin directly under human eyes has a very recognizable kind of wrinkle And it's quite different from the skin on the cheek just beneath it. But it's not usually substantial enough to be a major feature. I don't mean the obvious stress lines that flow from the corner of the eye, I mean the smaller skin detail within the first 1cm beneath a human's lower eyelid. Very subtle stuff, actually. I can understand sculpting the major folds, and even medium ones, but for extremely fine, small wrinkles like these, do you sculpt these by hand or use photo reference in any way?
There are so many areas on a person where skin changes from one pattern to another, and how that transition is handled is what I'm curious about. Another example would be fingers. There's a high degree of variation in the skin pattern of a finger.
I would be tempted to find photographic source and manipulate it to give me an alpha. I just don't see how one could, in any timely fashion, manually sculpt some of these high-frequency details that are not landmarks. Or is it just a clever bump map (that may be the way to go, actually...)
dansgarbage
07-08-2010, 11:31 PM
El Burritoh you pretty much nailed it. I used a combo of very Hi rez photos but I also did a lot of hand painted detail as well. In theory this sounds simple but it is not. It requires a lot of map cleaning before projections.
Here is a example of what is required before you can make a clean alpha map. I projected all my maps with the spec detail in it. I then had to remove all the spec out so that I could get a clean map that could be used for alpha masking.
After I got all the detail in with the alpha maps a lot of hand painting on top was required to enhance further detail.
http://dansgarbage.com/images/wip54.jpg
http://dansgarbage.com/images/wip53.jpg
All artists do it different. Some like to do it all hand painted and some like to use photos. I like to use both methods. The photos get you half way there and then you can do the rest with traditional art skills. Hope that makes sense. :)
handlebar
08-08-2010, 10:48 AM
Thanks for the tips, i always wondered how you guys get those realistic bump maps.
sebcravoisier
10-08-2010, 05:24 AM
he got fur in is eyes !
great texture and rendering! very detailed!
El Burritoh
10-08-2010, 06:48 AM
Thanks, Daniel! Thanks for sharing your technique. The results look great.
I still look at the demo asset that the Foundry has provided with Mari and can't believe the level of detail in the fine displacement channel. That's a damn high bar, and I'm glad for it!
max-tx
10-08-2010, 03:40 PM
Amazing work, congratulations!
ianucci
11-08-2010, 07:19 AM
Dan, so you're extracting the bump from your diffuse, is that right?
Infinite
12-08-2010, 11:46 PM
Some nice work.
It would be great to see just grey scale models with only the bump, to see how effective the technique is. The ZBrush shots still have a colour map on so it's hard to see what the bump is doing without hiding behind the colour map.
Great work on the skin detailing and bump maps.
andreja
13-08-2010, 01:59 AM
Hey Dan,
This is great!!! This guy reminds me on Lou Ferrigno (Hulk).
Hulk (http://www2.pictures.zimbio.com/gi/3rd+Annual+Jordin+Sparks+Experience+Eden+Roc+2_1Eu B19BXLl.jpg)
Keep up buddy!
dansgarbage
15-08-2010, 12:09 PM
-no worries handlebar
-thanks sebcravoisier
-no problem El Burritoh. I haven't used Mari yet but it looks amazing! When I saw the demo it had a lot of features I wish I had using body paint. :)
-max-tx thank you sir
-ianucci that is correct.
Infinite thank you. Down below is a grey scale close up showing the bump detail. All it is is a displacement map with bump and spec. I am using MR for all my renders.
andreja- thank you! Maybe I should make him green :)
I wanted to do a bigger update but time got the best of me this week. I will keep working away and hopefully have a bigger update soon. Thanks for the posts guys!
http://dansgarbage.com/images/wip59.jpg
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