Thought we'd share with you one of our 3D previz sculpts! Hope you enjoy and feel free to discuss! Thanks for the support everyone, we've got A LOT more to share with you so stay tuned, we'll be posting regular updates!
how bout we take you through the production process on him? i'll post all updates on this guy here; do you guys think that would be cool? you are the client after all!!
A lot of games lately seem to forsake the task of rendering individual fingers, so I can really appreciate what's been done with the hands on this model -- the knuckles and joints are actually quite distinct, and the claws look fantastic!
Can't wait to see what else you guys have for us. :) Would be very interested in following the on-going production of this model.
great design! i inspected the image to see it a bit closer and thought I saw braces on his teeth...turns out it is just gaps, but I think braces could bring this character to the next level! (btw the premise for this game is a dream come true!)
Yes yes yes yes please on the production process walkthrough and updates. The design of the zombies are REALLY INTERESTING to me personally. Will they always have these desaturated, monochromatic colors to them or do you eventually intend to add color? I love their color scheme as it is now, to be honest!
Seeing how you already started on the texture it's probably to late, but I'll post my things anyway.
I love the skinniness you guys have going on here, but personally I'd expect some of the ribs to be visible through the shirt, seeing how the shirt is being sucked/pulled inwards around the belly area.
The shoulders feel a bit stiff, most of the time zombies are portrait as a creature that has little energy and they slack when they walk. These shoulders are pretty square and it feels as if the zombie is holding it's breath causing the shoulders to be lifted up a bit. I think having the shoulders tilt down a bit will give it a more of a zombie/slacking look to it. Then again, I'm not sure if you'd want to do this during the modeling stage or rigging/animation stage.
So far the mouth feels more of a gap in the skin, it's almost a perfect circle. I think divining the lips a bit more would help solving this. The roundness would work if the mouth was posed like the concept, but in a closed position like this I'd expect the lip shapes to return. The face itself feels a bit flat at the moment, it seems to be missing an extruded nose bridge. I understand this is like the original concept but for some reason it seems to work on the concept but seems a bit off on the 3D model. Then again, textures might solve this problem. The zbrush shader sometimes seems to work against the model rather than show it off.
Love the style, looking forward to seeing more progress shots of you guys :D