A character I designed and animated for an art test last year. Disclaimer: I did not create the background.
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Step-by-step character creation guide for my students with videos. I also made an environment concept to accompany the character. Before I left my previous job, I refreshed parts of the syllabus and updated some of the tutorials. In doing so, I created some new artwork to supplement the content.
I also designed some characters to introduce my students to alternative methods of rendering their character designs. I was still working my way through the ZBrush course but my Schoolism subscription ended prematurely. Alas, here are my final 2 assignment submissions. I wanted to attempt a more stylized design. I also wanted to try more hard surface sculpting. I am quite happy with the end product although it is a little off model to my concept art, especially the weapon. The focus on this one is more on surface textures like cracks, skin textures, etc. I think I could have done more with the polypainting but that is not an area I am particularly interested in focusing on right now.
This started as an Ipad sketch which evolved into an in-class demo on how to color character designs. The following is a step-by-step breakdown of the process:
Dug out an old lineart drawing I did for an assignment during my DigiPen days and decided to colour it. For the colouring process, I tried for a different style by following a Gumroad tutorial. The experience was definitely unique and I'm quite happy with the results I got considering that I painted this while I was feeling really ill.
Last year I continued to collaborate with WhaleRabbit for the second toy in the Dualle link, Miktus. As usual my task was to create the artwork that will be printed on the box sleeves and the art prints inside. The concept for this location is the "Mischievous Forest". How do I portray that whimsical feeling on an environment like a forest? I recalled the forest designs that I did for Mekazoo and drew immense inspiration of the color and other features from my own artwork. The toy designer wanted a tree with a white trunk to be the focal point of the piece, which made the task even more challenging in terms of painting in the sense of depth. Here are the sleeves that were designed for this project: Here are the thumbnails for the environment design:
Through my experience working on Mekazoo, I learned that level paintovers are an excellent way of communicating my ideas as an art director to the rest of the team. In the following Breakfast Art video, I go into detail of my process. I'm actually going to build a game level based on this paintover using Construct 2, so stay tuned!
I saw an artwork of Anubis on Google Images that portrayed him having 2 pairs of upper limbs. I really liked the idea (this was before I started work on the Hindu gods, who coincidentally have multiple pairs of upper limbs as a common design motif) and decided to incorporate that into Mythosphere's version of the character. More information about the character: Anubis Role – Carry Skill 1 – Gatekeeper’s Grave Anubis casts a spell that accesses the enemy hero. If the level of the selected enemy hero is divisible by the level of this skill, the enemy is dealt with heavy damage. Skill 2 – Cry of the Dead Whenever a friendly ally or enemy hero dies near Anubis, his stats increase. Skill 3 – Throne Ascension Anubis casts a magical veil that encapsulates his body, giving him temporary magic immunity. Ultimate Skill – Underworld Ticket If the selected enemy hero’s HP is below a certain percentage, Anubis immediately executes him or her. The enemy hero’s respawn time is increased. And that's all folks. All 18 characters from the 1st version of Mythosphere has been designed. I'm referring to it as the "1st version" because I have since made some amendments to the Game Design Document, replacing the popular gods among my students with other candidates for the next batch of students to pick from. I'm not sure if I will design any of these new batch of gods as I aim to focus on Inktober and then on polishing up my 3D sculpting and texturing skills in the upcoming weeks.
Till next time. There are a lot of similarities when it comes to the process of designing Egyptian and Hindu gods. Both cultures have animal inspired deities and they tend to have a ton of ornamental accessories and a funky color scheme. I explored these features on Horus and on tomorrow's Anubis. For this variant, I went for a younger teenager proportions.
More information about the character: Horus Role – Initiator Skill 1 – Falcon Flight Horus leaps and glides to the selected area. Skill 2 – Falcon Punch Horus punches a random enemy at melee range, stunning the enemy for a long duration. Skill 3 – Pharaoh’s Tomb Horus encases himself inside a tomb. While inside the tomb, he casts an aura that increases HP regeneration for himself and nearby allies. He remains immobile within the tomb. The tomb has 1000 armour but has 0 magic resistance. Horus dies if the tomb is destroyed. Ultimate Skill – Eye of Horus Nearby allies gain +1000 armour for a certain duration. |
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