I
am going to do a modern day/sci-fi twist on the movie Mad Max from 1979. I plan
on creating a character sculpt of Max himself with a modern twist, yet still
maintaining a post-apocalyptic style. Other ideas I had was to create a
new version of the interceptor from the original mad max movies, but make it my
own; so basically a rat rod style car with patchwork armour and handmade
additions. I was thinking of a muscle car such as a Mustang GT500. I also had
an idea about including Max’s dog from the original movie but again changing it
to an Alsatian, Husky or Akita, even maybe a small robot just so it’s a little
bit of a twist on the mad max universe. I was going to make a lo-poly
environment too, but all of these ideas are just maybes, and my main focus is
modelling and finishing the character.
Motivation/Rational
I chose to do my project on mad max because the movie was
always inspirational to me when I was a child, I always wanted to have max’s
car and dog, and have always loved ratty post-apocalyptic styles of art. Along
with this my favorite game is the fallout series and this has pushed me to
want to work for Bethesda/Zenimax eventually if I get good enough, and fallout
is heavily inspired by mad max also, so basically it just seemed like the
natural thing to do.
Research and Justification
Here's what I would want Max to look like,
accessories, weapons, clothing etc. as well as the industry practices and
techniques I will be using within the project and my reasons behind using them.
Clothing
I
like the fishtail parka look, fits in to a post apocalypse nicely and the khaki
green coloration helps blend you into the surroundings and acts as a
camouflage, I would have it with a fur hood variant. I will probably use alpha
maps to create the fur on the hood or maybe a hair and fur system within 3ds
max.
With
the pants I will probably go for cargo pants as they have lots of pockets for
storage and they are very loose and freedom of movement is important in a
post-apocalyptic situation.
I want my character to be wearing high boots as they are
practical and can protect you from floor objects, it also opens up the
possibility of stashing things e.g. boot knife.
Accessories
I was torn between the idea of a scarf and a dust mask, a scarf
has multiple uses and can be used as a dust mask as well as keeping you warm,
but it restricts your breathing after having it on for a while, where as a bike
dust mask doesn't restrict your breathing, but you can’t keep your neck warm
with it. They both can be used to hide your face and stay anonymous, I think I
will most likely lean towards the bike dust mask as it has more visual appeal
also and is often unseen, in a game environment.
I thought about
different glove styles, I like Kevlar gloves as they are practical as he will
most likely be fighting more than your average guy, so they would have to be
durable and protect him from knives and such. Also considered the bulkiness of
the gloves so thought about leather also as they aren't too bulky and his
handling would be a lot better.
I want him to have either binoculars or a monocular, so he
can scout areas for enemies and dangers before exploring them. I can’t decide
what I want him to have yet and will decide that at a later date.
Weapons
My
characters primary weapon is going to be a bolt-action .308 hunting rifle, with
a long range scope, carry strap, ammo holder on the stock and suppressor. I
want something similar to the Remington 700 rifle, but with a post-apocalyptic
twist, I have always liked the hunting rifle out of fallout and will most
likely take it down that road of design.
For
his secondary weapon I would like him to have a 9mm Beretta, as it is light-weight
and practical.
I also want him to have a melee weapon which is a machete,
but I want it to be a multi-purpose machete as he will need it for survival
such as clearing shrubbery and hunting purposes.
Workflow
I will be doing everything on this project, from the initial
concepts to the final beauty shots and post-production.
- Pre-production and Concept art
- Character turnarounds
- Base mesh
- Check topology
- Un-wrap
- Rig base mesh
- Zbrush/Mudbox
- Bake normals
- Build weapons
- Un-wrap weapons
- Texturing and shaders
- Pose
- Lighting
- Rendering
- Post-Production and Extras
- Low poly character
- High poly character
- Primary weapon
- Secondary weapon
- Melee weapon
- 2x texture sheet (1xhead and 1xbody)(Dif, Spec, Norm/Prlx, AO, Alph)
- 3x texture sheet (1x primary, 1x secondary and 1x melee) (Dif, Spec, Norm/Prlx, AO)
- 1x texture sheet (all accessories) (Dif, Spec, Norm/Prlx, AO)
I’m not entirely sure how long everything will take me, as I
am not a good judge of time, but this is roughly how long I will spend on each
piece of the project.
- Pre-production and concept art. 2 weeks
- Create Character turnarounds. 1 week
- Create base mesh in max. 3 weeks
- Make sure topology works for rigging. 1 day/2 days
- Un-wrap base mesh. 2 days
- Rig base mesh. 1 week
- Take into zbrush. 5 weeks/6 weeks
- Bake normals to low-poly. 1 day
- Build environment and weapons. 3 weeks
- Un-wrap weapons and extras. 2 days/3 days
- Texturing and Shaders. 2 weeks/3 weeks
- Pose. 1 day/2 days
- Build lighting. 1 week/2 weeks
- Rendering. 1 day/2 days
- Post-production 1 week
- Total 23 weeks and 5 days
That leaves about 3
weeks spare for problems that I am bound to encounter at some stage through-out
the project or for other items I want to add in if I have the time.
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