Friday, 18 January 2013

Finished Torso


I don't know why this isn't in here yet....

Im finishing up the male torso sculpt and cleaning it up so that it looks like there is skin on top. It was done rather hastily, but it will be a good reference none the less.
I now have a complete male and female torso which I can then proceed to shape into the desired builds for my character designs. I want to make incredibly skinny builds of both torso to model on top of for reference.

I have also been working on some facial modelling as I have not done many realistic faces before and has been something I have been meaning to improve on. I plan on having exposed faces on at least one of my characters so it is important that it looks right. Here is my attempt at a facial model of Patrick Stewart....


Concept Development
CRITICAL DESCRIPTION

A brief summary of the stages and thoughts of my concept development...

-Following the concept development timeline, silhouettes were initially drawn up. These initial silhouettes proved quite powerful.  
-Through studying read hierarchy withing TF2 characters, additional silhouettes were drawn up. 
-Working from the initial silhouettes, which seemed more visually appealing, different thumbnails were drawn up. 
-The thumbnails for the first character proved successful as it managed to maintain the tall elegant look of the original silhouette.
-The second set of thumbnails for the third character were not as successful, showing that the characters look out of place and not very functional. 
-The thumbnail for the middle "flight" character remained strong and little was changed to the design. The overall aesthetic remained appealing and fitted in well with the planned game environment. 
-Additional thumbnail sketches were drawn up for additional roles, including one of an officer, heavy and assault class. 
-These, although suitable for their roles, look fairly generic which is why I did not pursue these designs. 
-Colour tests were done and compared with designs to make sure they work well together.The Paulette used, although dull and muted, it fitted in well, though they were pretty common and forgettable. 
-Weapons and accessories were drawn up for the characters, ensuring that they were suitable for the role of the character. 
-I believe the weapon design was successful as they are fairly unusual for weapons in a shooter. 
-These tests and sketches built up to more detailed final drawings for the 3 proposed characters. However, during the process, a lot of the original appeal was lost for a more generic look with characters 1 & 3. 
-I decided to go through one last iteration for character 3 in the hope to make it more memorable and break the norms. 
-I looked at POWs in WW2 for inspiration which led to an increasingly fragile, ill looking character design. 
-This design proved more successful as it was the complete opposite of what is seen in protagonists of shooters where a strong male lead was common.
-At the end of semester 1, I have 2 unique designs that I am happy with which both show the harsh environment of the game. 
-The first design still needs some work, but overall I am quite happy with it, even if it seems a little generic. 

-The next stage I aim for with the design are more final artwork pieces that show the designs in detail, as well as orthographic images for reference when 3D modelling. 

No comments:

Post a Comment