Shop Mobile More Submit  Join Login


Submitted on
November 15, 2006
Image Size
6.8 MB


2,185 (1 today)
31 (who?)
"The Deformables - Zombie Warfare III"

Many new effects were added to this animation in contrast to the last one. In addition to more detailed zombies and guns, the outfits of the characters have been redrawn for Winter conditions.

The story takes place before "Zombie Warfare II". The girl is on her own and looking for the boy in the picture. This is part 1 of 2. "Zombie Warfare IV" will continue from the end of this one.

Guns used:
Beretta M92FS (9x19mm Parabellum)
Add a Comment:
CrazyAuthor201 Featured By Owner Dec 19, 2009
will there be more
SurvivorGrim Featured By Owner Dec 20, 2009  Hobbyist Digital Artist
Nope. Project is dead. I'm working on a different zombie one though.
CrazyAuthor201 Featured By Owner Dec 20, 2009
oh. well cant wait to see the other zombie one
Nightmare-Skittlesz Featured By Owner May 10, 2009
When is the next one coming? :lol:
SurvivorGrim Featured By Owner May 10, 2009  Hobbyist Digital Artist
The next Deformables animation was created but later scrapped. The problem was lack of software power with flash 5. However, I believe that I can create a new animation, but with an updated style. I'm testing out ideas with my current drawings, and I'm studying ideas to make new animations that will make my old ones look simplistic. --Hopefully.
Nightmare-Skittlesz Featured By Owner May 11, 2009
Ah. :lol:
Good luck~ :heart:
fwuffyclouds Featured By Owner Feb 9, 2008
Wow that had me riveted. The music goes very well with it and really gets to me.
rtil Featured By Owner May 14, 2007  Professional General Artist
good choice of music, sfx and the snow animation was well done.

i'm not so hot on the traced bitmap backgrounds. their arms should have joints. i'm wondering why they dont' have pupils. it would seperate them from the zombies if they did. characters without pupils are generally considered souless or villian characters, since the eyes are the gate to the soul, so to speak. we also can't see where they're looking, really. the actionscenes could use some more camera work, i.e. camera shakes on the gunshots, a more frantic pace than just a side view. too much tweening on the mouths. without the sound effects i wouldn't know they were panting.
SurvivorGrim Featured By Owner May 14, 2007  Hobbyist Digital Artist
Zombie Warfare IV (until I stopped working on it) actually has better sounds and snow effects.

The animations get better with each one. I'm also using Flash 5 on a semi-old machine that can't run the newer animations at the smooth frames I animate it at, some scenes drop to 19FPS or lower do to the ULTRA detail (pause and zoom in).

The eyes are kind of a trade mark of my chracters. When I first drew them I did give them little eye dots but it looked funny when I moved them around. So I took them out and they've been that way ever since. While it does prove challanging to have them focus on an object, I can usually simulate it my skewing or motioning their face toward an object. Other characters like Pale Face also have the same eyes.

Actually I was going to try the idea of camera moving in Zombie Warfare IV but Flash5 always gives me problems.

The backgrounds aren't a lack of effort on my part. In fact it makes it more challanging do to the fact that I'm limited by the angle of the picture. However, I liked the oil painted look of real photos (first done in ZWI) as compared to my Battle Royale animations where I drew the backgrounds.

The arm joints are more of a time issue. Sometimes they do have two joints like in the "Remote (Remake)" but even in that the total number of layers adds up to:
1 Eyes (+1 anything else like an angry forehead)
1 Mouth
1 Body (+1/2 anything they might be wearing that's extra)
2 Hands (+1/2 whatever they're holding)
2 Arms
2 Legs

So anywhere from 9 to 14 layers for 1 character. ZWIII doesn't have free moving hands but the Remake does as does the work in progress, ZWIV. In fact, the Remote Remake had 57 layers for animations, sounds, effects, and objects. While I could do more, the animations would take a LONG time to do but I have considered this for future animations.
rtil Featured By Owner May 14, 2007  Professional General Artist
i don't really see how setting limitations for yourself is a good thing, unless you're on a time limit or budget.

and i am well aware that a flash movie with asset characters would contain a lot of layers. i've seen a single character take up as many layers as your entire cartoon was.

while the eyes may be a 'trade mark' of the characters, there are a lot of people that do the same thing. i don't feel like they're any different from alot of the Vasquez-esque characters out there (sans the pupils). if those are their hardset designs, then doing something animation-wise that is unique to you would help in bringing them into your own universe.

in any case, these are only my opinions and critique. i didn't ask for excuses as to why things are the way they are.
Add a Comment: