Contagion isn't your average Zombie Shooter but instead takes a more realistic and different approach to the popular genre with unique characters, environments, weapons, items, and a built in system that makes every round completely unpredictable with resources, objectives, and paths ever changing. From the creator of Zombie Panic: Source Brian "Tatsur0" Comer we introduce it's spiritual successor.
We end the week with another devblog post and video tutorial series.
Posted by eswatca on Sep 3rd, 2010
We kicked off the week with a look at some of the processes and hard work that goes into Contagion. If you missed it you can see the goods here. The video tutorial we posted was very well-received in particular, so we’re going to keep that same momentum going today with another devblog post and video tutorial.
Our third post on the Monochrome Devblog comes from Josh Lennen, another one of our 3D Artists. He gets hands on with his process in creating the first-person view of Marcus’s arms.
Greetings followers! I hope you have enjoyed seeing some of the behind the scenes creation of Contagion! It has been a lot of fun working on this title and a pleasure working with Monochrome. A little bit about myself; I am a 3D artist living in North Carolina. I’ve been creating product visualization and environment renderings for a local company over the past 7 years and have recently been able to work on a couple of game projects. I have a BFA in Design from UNC Greensboro and find 3D work the be the perfect balance between technical know-how and artistic ability.*
For Contagion, I have been working on one of the main characters, Eugene. I have also created the FPV arms/hands for Eugene, as well as Marcus. For this blog, I have decided (due to several requests) to make a mini-tut/breakdown for the creation and texturing of Marcus’ arms.
We also have another tutorial from Mark Sneddon showing his process in rigging the same shotgun from the previous tutorial.
We can’t wait to start showing you the fruits of our labour again. Until next time.