Monday 30 November 2009

Character Module

Hello again.
I've still a lot of stuff from the last spacial awareness work to put up, mostly about Unreal 3 since I have very few max renders at the moment. I'll get round to that soon enough but i'll start on the character so I can keep that updated as regularly as I can.

first just started with some very rough sketches:

the one highlighted in blue stood out most to me so I went with that one.
the others looked too much like skaters or stroggs. they were only very rough/30 second drawings with the idea of getting a cool shape/silhouette out of them.

when it was drawn up in more detail the cloth parts fit as well with the plate shoulders and arms as they did in the sketch. And it looked more of a feminine/final fantasy XII style character rather than a ass-kicking assassin.
so a couple more sketches to change this.
the shoulders and forearms looked a lot more sci-fi on this one but the torso wasn't too impressive:

looking at lot of quake4 concept art and games like deadspace / hellgate london, a rough idea for a torso developed.

going with this one and adding more metal to reinforce the cloth and making the torso look more complex I came up with the following stage:
once this one is finished i'm getting it put into some blueprints to start modelling in Max and bringing the finished model into Unreal 3!
more drawings to come no doubt :)

B.

2 comments:

Stas said...

i would like to see some more of your work. What about the finished textures? Id like to see the level you have built. And also assets made for the sourse engine.

Rob said...

Thanks :D trouble is I was using an unreal glass material on a lot of the assets in my map, so doing renders in max is troublesome since you just apply a standard texture to those parts of the model and then change it in unreal to get the glass. I will upload my Source work and my tutorial soon enough though! I had a lot of fun doing that. I hope we pick that project up again this year and get it into Left4Dead 2 :)