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In the meantime we were looking for good real references for the police officer's hat, and rubber and wood materials, because rubber was the first choice for the hooligan and wood for the policeman. But after some tests we quickly realized that rubber was a dull material and there was nothing spectacular about it, so we changed the hooligan to metal (Fig.04).

Fig. 04

Modeling and Sculpting

Our 3D software programs of choice were ZBrush and 3ds Max. The first thing I did after gathering the reference materials was start blocking out a rough CG interior based on the picture. I adjusted to the same focal length as the photo and started to put in some walls, and the rough shape of the couch in order to get more realism with the shadows cast by and on the objects (Fig.05).


Then we started sculpting the characters in ZBrush, starting with the default character who we tweaked in 3ds Max to fit our needs. The great challenge was to get as close to the reference characters as possible. We concentrated on the face (the main feature of the character) and the hands because they were the only visible parts of the body. The parts that were covered by clothes were minimally sculpted in order to save some time. I just used the Standard and Pinch brushes; there was nothing fancy here (Fig.06).


After we finished the character we started modeling the clothing (Fig.07). I searched for some good references for the police officer hat because the one from our photos wasn't exactly a real British police hat.

Fig. 07

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