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mopman

Zombie models/3D

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Hi there, i wasn't sure where to put this, but this thread seems as good as any.

I was wondering if anyone had really good screen shots or even the 3D models of the zombies?

im an animation student, and for my next assessment i have to do a character model and from what i've heard, some people are itching for new zombie models so i thought i'd try my hand at doing one, and hopefully submitting it.

*side query if someone from Dev reads this, i'd be stoked to know what kind of poly/tri limit you aim for with the models, or if there are any other constraints.

Apart from that, if anyone has any suggestions for the model, i'd be super stoked to hear them.

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A quick search on google will give you some screen shots of zombies from DayZ. Or download some of the multiple youtube vids that are up and running and do a frame by frame. Just to start you off like.

Edited by Miss_Nuts

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Your first character models? I would step lightly your biting off a big chunk of commitment. But hell considering the zombie games in production this would be a great portfolio piece. The only failure in life is not trying ;)

Programs used? you building from a base mesh or scratch? do you know your topology really well? (I assume you do being an animator it usually matters more to you guys than the modelers).

Few points to consider. Getting the models to match the other player characters might be challenging. Recomend using the texture maps already present in the engine, not reusing them just color picking. I would also recomend getting one of the models out and into Max/Maya/Zbrush and simply adjusting it, best way to try and keep the models as close to the target look. That way you might not even have to rig,weight,animate the new models (although I gather thats your whole purpose ;). Your facial poly/tri count shouldn't be to high, no facial animations necessary from what I have seen. Same with the hands. Safe bet would be around 10k polys (tris if you can pull that off). Also don't forget to model your LODs before you animate. This way you can test the animations on all of your models as you go.

From experience the hardest thing you will face is getting the animations into the engine. This is where 90% of your work load is going to come from. Best bet is to find a tutorial (being an older engine there should be a few around) watch that thing twice before even starting. I don't think it even brings the bones in to the engine instead the animations are vertex baked, and they use animation blending to adjust on the fly. Hence you don't see any ragdolling when people die. Which means you might have to animate in strange ways (torso, head, legs, arms all seperatley).

Good luck :) if you would like any critique or help in Max/Maya/Zbrush drop me a PM.

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Thank you all for the comments :)

umm, currently at this stage I'm not even going to think about animating it haha, i'd much rather leave that up to an industry professional, but at the very least, a 3D model would be a handy submission to help out.

its just a thought I've had, it would also have to correlate with my assessment criteria with university though.

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