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Labyrinth False Alarms

While watching Labyrinth (1986) again I though the "False Alarms" as Hoggle calls them would be great to recreate, I wanted to make these suitable for an emersive mobile VR experience, stylised somewhat but still following the look of the film.

I built the base for these in 3DS Max, continued the high poly in ZBrush, retopologised/decimated them for export as High and Low polys from ZBrush, Unwrapped in Rizom UV and textured inside Substance Painter.

Both of these were used in Unity in a URP project I'd built to test some simple Tech Art aspects where the eyes would rotate to follow you once you'd got close enough and also trigger audio of them speaking to the user, the stone mouth on each would rotate in time with the audio source.

False Alarms 4 and 6 Marmoset Viewer

False Alarm 4 and 6 in Mobile VR through Unity. I've left OVR Metrics visible to show performance. Eyes track the player and mouth moves with audio via a script that samples the audio file as it plays and translates the peaks to rotation for the mouth.

False Alarm 6 Marmoset Render

False Alarm 6 Marmoset Render

False Alarm 4 Marmoset Render

False Alarm 4 Marmoset Render

False Alarm 4 High Poly exported from ZBrush into 3Ds Max

False Alarm 4 High Poly exported from ZBrush into 3Ds Max

False Alarm 4 Low Poly

False Alarm 4 Low Poly

False Alarm 6 High Poly exported from ZBrush into 3Ds Max

False Alarm 6 High Poly exported from ZBrush into 3Ds Max

False Alarm 6 Low Poly

False Alarm 6 Low Poly