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Left 4 Dead ReMastered

Inspired by the all the SFM Left 4 Dead content, my daughter and I decided we wanted to make our own L4D short film. Rather than re-use the game assets, I decided to rebuild each survivor from scratch in greater detail so that you see something that's instantly recognizable, but unique. Zoey's iconic look is actually the most challenging to put together because of her hair and jacket --so we're starting here. The objective is to be able to re-create her with greater detail to fit modern rendering. I'm doing her first because she requires the most work. Let's face it --if you don't get Zoey right, no one is going to want to look at your project. I'm re-doing doing her headsculpt, hair and clothes. I intend to post the progress here.

This is my personal Left 4 Dead Project. I've always wanted to animate the characters, but in a higher quality. So I am starting with Zoey. The goal is to reproduce this look for animation and not for a game engine. This is my Reference image.

This is my personal Left 4 Dead Project. I've always wanted to animate the characters, but in a higher quality. So I am starting with Zoey. The goal is to reproduce this look for animation and not for a game engine. This is my Reference image.

I recreated the jacket first with the basics in substance painter. I'm using a non destructive workflow with this, so here is the base materials.

I recreated the jacket first with the basics in substance painter. I'm using a non destructive workflow with this, so here is the base materials.

I tried for a look that is similar but I am not trying to exactly recreate the model. I was able to add the dirt and recreate the jacket emblem to that it's basically ready for animation. The zipper teeth are done separately and have their own UVs

I tried for a look that is similar but I am not trying to exactly recreate the model. I was able to add the dirt and recreate the jacket emblem to that it's basically ready for animation. The zipper teeth are done separately and have their own UVs

 I added some elements that make sense given what we know about Zoey like she's ambidextrous and likes to use two pistols. Holster and Sneakers are From Rendo, but the rest of the work is mine.

I added some elements that make sense given what we know about Zoey like she's ambidextrous and likes to use two pistols. Holster and Sneakers are From Rendo, but the rest of the work is mine.

I used the DAZ G8F base mesh as a starting point and Wrap 3.4 to get as close to the original mesh as possible

I used the DAZ G8F base mesh as a starting point and Wrap 3.4 to get as close to the original mesh as possible

I transferred the face texture for comparison, but I'm re-doing the skin in 4k because it's to low res for animation work in Maya.

I transferred the face texture for comparison, but I'm re-doing the skin in 4k because it's to low res for animation work in Maya.

The key takaway is that the final result will be familiar but much more detailed.

The key takaway is that the final result will be familiar but much more detailed.

Redoing the hair with curves as guides for Xgen.

Redoing the hair with curves as guides for Xgen.

The cuffs were a little tricky but I like how the jeans came out.

The cuffs were a little tricky but I like how the jeans came out.

This is the jacket. I modeled the pockets instead of trying to add the detail with a normal map. The idea is that I may want her to put her hands in the pockets at some point.

This is the jacket. I modeled the pockets instead of trying to add the detail with a normal map. The idea is that I may want her to put her hands in the pockets at some point.

This is not a game rip using textures from 2008/9. These are the standard Genesis 8 4K maps, redone from the ground up to match her original look as much as possible.

This is not a game rip using textures from 2008/9. These are the standard Genesis 8 4K maps, redone from the ground up to match her original look as much as possible.