We were set different tasks for the game. My role in the team is to make an enemy which had involvement within the story. These enemies will be scattered across the map. I searched for reference to make my own individual zombie. I thought of unique zombies from certain games such as Left 4 Dead. I was quite fond of the Charger which had a derformaty of its body.
As you can see the other half of its body are complete opposites. An idea that I took from this image is that I admire the deformed body of the Charger.
I decided to experiment and make my own unique zombie with some traits of the Charger.
Here is the drawing of my character. Althoug the team didn't want a zombie; they wanted a mutant so rather than giving the character a dead visual appearance, I decided to give it a more of a human look but have a sense of deformality at the same time. Rather than having an enlarged arm as oppose to its other arm, I decided to ripp my character's arm to show that they're in-human. I also gave my character a deformed back and a muscular build to highlight his strength and the effects of the nuclear war. After I have finished my devlopment drawing I decided to sculpt it on Mudbox.
I started with a standard model of a human body that was provided on Mudbox.
As you can see the model provided is very basic. Therefore I started to work on the arms first to give it that muscular appearance.Hpwever before doing that I took some reference from images of body builders to correctly see how a muscular body is formed. Here is the reference image I used.
And so, I started to enlarge the arm of my model.
I enlarged the other arm too and durther on into the working process I enlarged his chest and enhanced his abs. The reason why I didn't enlarge the other forearm as you can see on the right, was because It was going to be removed. The idea is that I remove his left forearm in Maya and add grusome detail like you would see of a person's arm if it was amputated.I then started to work on his face which inluded rehaping the jaw bone and cheekbones to make it look like my character.
Firstly, I enlargd both cheek bones to make him look more masculine. And then I started to enhance his cheekbones.
As you can see in this point of view his cheekbones have been enhanced in comparison to the previous image. You can also see his muscular build. His upper body was out of proportion to his lower body. Therefore I started to enhance his legs by enlarging his thighs and quadriceps.
Now that the front of his body has been completed, I started to create his deformed back.
What I did here was that I enlarged his back to make a smooth curve. I then used a smaller brush to show the peaks of the spine. You can see that his spine looks jagged and bony. This is what I wanted to accomplish.
Here is an orthographic view of my mutant. So far I'm pleased with the figure of it's body. Now I need to give it a hunch back by moving its back and head around and to remove his left forearm.
In this image what I am doing is I've sent my model to maya and I selected the faces of my model. I selected certain parts of my arm to get the 'rip' effect of the arm. Once I selected several faces I deleted the forearm and here is the result of that.
In Maya I selected the vertex of the arm and added points and dragged them down to get the rip effect.Here is work in progess so far.
Here is the arm completed. The effect looks as if he had his arm ripped apart which is what I intended.
I came to a realization that I knew I wouldn't not be able to complete the whole body and have it fully functional for the game. Therefore I draw some plans of what alternatives I could do with the body. I thought that because my mutant had a ripped arm. I could leave the body as it is with no animation , have the arm twitch on the floor. Maybe if I have enough time I would make it travel around and attack people. Here are images of what the hand would look like in-game.
Where there are scribbles near the finger tips is where'd I'd want the direction of the fingers to move in. Some fingers would move from left to right and for the others would be up and down. The reason for this is to make the hand seem more creepier.
I started by selecting the arm from the human model and separate it from the body. Right now I'm sharpening the edges of the arm to make it seem like it has been ripped off.