Friday, 9 June 2017
Tuesday, 29 November 2016
SERREN - Retexturing
I wanted to emphasise his focus on icy elemental attacks, so I went for a slightly colder colour scheme. The blue eyes and scarf all help to change the atmosphere of the character slightly, whilst still keeping him true to his design. The slightly higher density of grey hair also helps to make him appear colder, and also has an in-universe explanation, since he used forbidden magic to more of an extreme than his brother, it has taken more of a physical toll on his body.
Wednesday, 23 November 2016
ELIAS - Final Prototype
This is the final prototype model for Elias. I think the poly painting is particularly effective on this model, but I definitely need to work on the level of detail as it moves down the model. The lower half definitely isn't as tight or detailed as the face. I will now use this model, flip it and retexture it to create his twin brother Serren.
Friday, 11 November 2016
ELIAS - Model Refining
Added some clothes and began polypainting. Began with some pretty crappy lips but I worked on them using some IMM assets and the difference is huge.
Monday, 7 November 2016
Friday, 4 November 2016
ELIAS - Initial Modelling
I have started modelling on Elias, he's currently rocking a very Cumberbatch face, which isn't entirely unintentional, but I'd still like to age him down a little. He's perhaps slightly too skeletal at the moment, so I might have to flesh him out a but in the face to bring back a youthful appearance.
Tuesday, 1 November 2016
TWINS - Concepting
The Twins will be magic wielding, sophisticated, snobs. I want them to appear very arrogant and wealthy, so I'm looking at a number of sources for inspiration. I'm looking at a number of game, film and tv twins, as well as real life twins (cough Casey and Quinn cough). to inspire their look and feel. I want the greying in their hair to be from magic use, so I need to try and make their faces look young despite the grey hair.
Sunday, 30 October 2016
NACE - Polypainting
The mesh is now fully poly painted. I've opted for handpainted textures rather than Quixel textures to achieve a more stylised, painterly aesthetic. I'm really liking how the colours are popping and flowing over the clean mesh, however I think I may need to add additional detail to the paint to sell certain textures, otherwise everything may end up looking like Plasticine which would be less than ideal. This is something I can revisit later on however, as I'd like to move on with my second model, but once I have a few models to work with, I can try out different art styles and do some deeper studies to figure out what will work best for me.
Saturday, 8 October 2016
NACE - Refining the Sculpt
I've cleaned up the mesh a lot and afforded myself a lot more polys to work with. This has allowed me to create some really sharp and detailed shapes. which has brought it much closer to the look I'm going for. Shadow is working really effectively on the face which is helping to bring out his strong features, so I'll try to avoid playing around with that too much. I'll soon be polypainting it and trying out a few different colour and art styles.
Saturday, 1 October 2016
NACE - Initial sculpting
I have begun the initial model for Nace in zBrush. I really like this workflow as the freeness and fluidity of zBrush allows me to evolve my design more organically as I work. I'm liking how he's looking but I don't think I've quite nailed the clean cut, Clone Wars-esque style yet. It needs to be much higher poly to give me a clean surface to work with, but this is good for a solid foundation to work on right now. The proportions all look good to me.
Saturday, 24 September 2016
Concepting Nace
I have begun by concepting my first bounty hunter, Nace. I want him to look physically imposing as soon as the player sees him, to sell that he is a strong brute. I've done a number of traditional sketches as this is how I work best when it comes to producing a large volume of quick ideas. I will continue to use my A5 sketchbook to produce initial concept sketches before moving into zBrush to begin experimenting with sculpts. This means I can avoid any labour intensive work in Photoshop.
Wednesday, 3 August 2016
Friday, 10 June 2016
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