Skip to main content

Main character concept sheets

 Main character concept sheets


These are my first thumbnail sketches of the main character my inspiration was fisherman/ coastal region that’s why I kept the overalls in the majority of the designs and you will see that brought through on the other designs. This is also the origin point for the missing limb - initially I was going to leave them with a stump and not replace it with a prosthetic but I changed my mind.

Here are my cleaned up variations I added in the poncho idea both based on the fact that they live in a coastal region where they get a lot of sunlight so I wanted to cover their shoulders as a shield from UV rays. This sheet is where I had the idea of the mask. I imagined them to come from a culture formed in fear of the microplastic threat and treat it as a supernatural force and so they created evil warding masks to protect themselves. 
These are my designs based on Holly's thumbnails, I chose this one to redraw because was the most different from my own. I liked the full covered look as well as the inclusion of patterning on the clothing as well as the use of layered clothing in the first place. The first drawing is just a straight redraw in a new pose holding their gun. The second one I took away on of their eyes and gave them trousers instead of a skirt. The next few are where the differences really start to show; I add a backpack and change up the hairstyle and bandanna, replace the outer most layer with a sash, turn the outer layer into an overcoat with ribbons and a sash holding gear.

This set of iterations are based on Damien's designs for the main character these are a fairly simple evolution. It started off with me changing the shirt and then the patches on the overalls, the hat and then I went back to my poncho idea taking away the hat and adding more patches. This set up the design I ended up landing on.

This is the design I ended up settling on, it has my favourite aspects of each design within it. It has the the mask and the prosthetic leg from my design, the pose, weapon and outfit from my take of Damien's designs and the hairstyle face and ribbons from my take on Holly's work.


Comments

Popular posts from this blog

Real Worlds: Research Dossier

 Real Worlds Research Dossier SWOT Analysis My strengths when it comes to this project are generally character design including the props and written backstory of my characters another strength is my ability to produce some half decent key art. I will play to my strengths in the 3d section by doing a paint over of a 3d block out as well as creating some interesting props to look at within the piece itself. My major weakness is 3D and the general workflow around it, I have some skill but I am nowhere near good enough in my opinion. Another weakness of mine is ideation and perspective so I'll try to push myself a bit more in those aspects. The ideation section of the 3d will help me improve on this area of weakness because it will allow me to delve further into shape language and storytelling through visual details. An opportunity that will come up in this project will be when I receive direct feedback from a client telling me whether the designs are working or not enabling me to go ...

Texturing and model complete

 Texturing Render captured in Sketchfab Texturing my model was quite simple I colour picked from my original character sheet and placed them where necessary using the polygon fill feature and a black mask. I also did most of the texturing on the base colour viewport to retain as much accuracy as I could.  One thing I will say before any critique over the accuracy of colours on the Tommy gun is purely for character background the chamber and the barrel aren't rust blued is because they want to take care of this weapon themselves; to stay disciplined and as a reminder, the magazine gets changed way more frequently and is not a part that is as important to her although she does fill her own magazines.  Character Texture tile Thompson M1928 Texture tile  I do plan on going back through my textures and adding my own shading instead of relying on lighting as much, doing so would also allow me to add more personality to the final model. There will also be a version with the...

Character sculpt 2 - Gangster

 Character sculpt 2 - Gangster To start off my sculpt I used the base female model that comes with Zbrush. my main goal with this is to speed up my process I will eventually change the face to better match my character model but this acts as a good jumping off point.  The first part of the sculpt I created were the trousers the following method applies to all of the main sections of the sculpt. I start with a mask and then extract at zero thickness without a double sided surface. Next I then use the polish by features operation and then Zremesh the extracted object with it set to 1 to get it as close to 1000 polys as possible once that is done I'll do some minor tweaks and remesh it again. After that I'll apply the dynamic subdivision setting adding thickness  without actually confirming it this way I have some more freedom while keeping the original low poly mesh. Each of these components aside from the base mesh were created using the method I wrote in my last pa...