Saturday, December 22, 2012

Yeti Sculpt - Pt1

I've gotten some good feedback that the silhouette could stand to be a bit more interesting, so I have a few ideas I'm playing with atm.  -more to come!

Tuesday, December 18, 2012

Everybody do the Wynia!

 Earlier this year, I tried out Brian Wynia's brilliant creature design course, which I highly recommend.  I was one of many in the class who's IRL obligations bitch-slapped their productivity, but this process was too much fun not to follow through with.  -must finish!

Below are my design exploration sheets based on my four initial speed sculpts for a Yeti creature.  I initially picked  B2 to explore in more detail before moving on to C2.  I should be posting shots of the final soon!

Tuesday, December 11, 2012

Hand painted Ambient Creatures

These were to be rendered into 2D sprites for an isometric social game (unfortunately cancelled).  Thanks to that, I wasn't required to worry about a polycount. -It was really refreshing to do hand painted characters at a viewpoint that small onscreen without obsessing over the polycount. -being able to paint fast and loose while adapting to their art style wasn't too shabby either!

Monday, December 10, 2012

Robot Rising Art Dump

     Robots from Robot Rising: the game about rising robots that's not "Rise of the Robots"!

This was an interesting project:  Polycounts had to be kept very low, and with tiering in mind.  Each enemy shares a texture (and in most cases, some geometry) with one other enemy which was reconfigured into a second monster.  This presented a slew of problems to work around for our Concept and Character teams, but it lead to much more visual variation, and in many cases the illusion of two completely unique assets in about half the time.  This method was used on player equipment as well and very quickly, we'd built up a library of items ready to be kitbashed into new assets.  This was a lot like playing with legos, and turned into an incredible time saver for the team.