View Full Version : Zombie
11-16-09, 05:49 PM
Hi, I'm working on this model for my portfolio and decided to post a w.i.p. It's a zombie, not very creative but I figured it would be something relatively simple that could show off my skills, help me learn ZBrush more with a variety of surfaces, as well as be an anatomy study. Right now I'm still sculpting some of the basic shapes but thought it would be a good time to get critiques if anyone has suggestions/comments. There's still a lot of detail to be added. My goal is to become a freelance character artist.
I'm going to be using the model for generating a normal map, so the fact that I sort of forgot to mirror the ears and hand isn't too much of a problem, lol. Is there any easy way to mirror over geometry in Zbrush after one side has been sculpted? :P Also, since the final model will be the low poly base I'm masking out some edges with transparencies for some of the hair and the torn jeans.
Still a lot of work to do on the face:
The front part of the sole is too thick, I'm gonna fix it on the low poly:
11-18-09, 05:53 AM
Thatīs awesome work .. I also working on a Zombie ...
so I can use it to learn more and more and maybe doing a shirtdesign out of it .. But now Iīm a little bit confused .. I donīt know how I can working on the guts .. Iīm in subdesvision Level 3 at the Moment .. Any Ideas ??
Thanks a lot
12-10-09, 06:44 PM
Sorry didn't see your post. I just started pushing in and sculped a hole in his stomach and then painted in some intestines, although I lost some geometry resolution this way and it would have been better to model some of it before bringing into Zbrush, since the entire upper torso is 1 piece and I can't divide it any more.
So I'm almost done with the model, still have a lot of skin bumps/details to add though and some more refinement of the face. I've spent a lot of time on this model, lolz:
12-10-09, 08:32 PM
Those pants are a little too crazy. Tone down the folds using the smooth brush. Shorten the torso a bit too.
12-10-09, 09:35 PM
Ya I tend to agree about the pants. The thing is they are supposed to be really old and wrinkled, and the wrinkles don't look as intense when there's a dark blue texture assigned. And they are slightly stylized I guess you could say rather than hyper realistic. But maybe some of the wrinkles could be smoothed out a bit and replaced with smaller ones. They are also supposed to be sagging down his body so theres maybe more fabric bunched up, this is also why the torso looks too long because there's a lot of his torso below his belly button being shown, but maybe you're right there could be something a little off with the model in that regard.
12-10-09, 11:02 PM
Torso is definitely too long, unless you're going for some kind of stylized proportions. Also the overall design just feels way too busy to me. I realize that it's a zombie and that it's decomposing and all of that, but there's something to be said about general aesthetics, even on something that is supposed to be disturbing. Personally, I would try to create some areas that are relatively untouched to contrast with the really chopped up bits.
Also- really old jeans wouldn't fold that way. Perhaps if they were bunched up like that and then left in the desert, they would hold their form when all of the moisture left the fabric- but even then it doesn't make sense in the context, because you have a zombie that's obviously not dried out in a similar fashion. I can totally understand how something may look better once you get a texture on it, but as a general rule you should never cover up bad form with textures, because it's never going to look quite right.
12-10-09, 11:38 PM
Ya I tend to get a little too carried away with small details if I don't have a solid concept to go off of. It's definitely too detailed for a game character I think, a lot of the fine details might end up looking like noise in the end. I do think the texture will help some of that as well, like the pieces of flesh that are mangled won't look as confusing with different colors to sort out the areas with different surfaces.
I sort of imagined the jeans as being a bit hard and crusty from dried blood and dirt/mud. They definitely have more wrinkles than my references but don't think they're thaaaat far off. But yeah, they're too busy, this was a learning process and if I did them over I'd go about it differently.
I think that the sense that they're hanging below his waist line could be executed better, so the torso and pants look a little weird in that regard... I'll have to go over the proportions some more.
12-11-09, 12:19 AM
thanks for the feedback
12-11-09, 07:32 AM
I agree with the crits but I would still love to see this fellow textured and painted up. I am a sucker for a good zombie image. So go for it. Then maybe when you are through with it you can go back to the model and make the changes as suggested and post his revision to see the contrast between the two approaches. Will be very interesting to see.
12-11-09, 10:02 AM
awesome .. how many polygons are those ??
12-11-09, 10:41 AM
I pulled the boxer shorts back up and it looks better, lol.
the pants are about 950k, torso is 2.7 mil and the head is 2.4 million polys.
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