Wednesday, 24 October 2012

I am looking to design a concept package for a game character. For this reason I will mainly
be researching big tough looking characters with bit tough looking armor as well as a few big 
beasty looking weapons. 

































I wanted to break the his clothing and armor down into sections so I can
be happy with each part and then combine it all together.





























Most of the armor used in all of these images look like muscles and stuff, mainly 
to intimidate their enemies I think so I thought it would be a good idea to take a 
look at human muscle structure




























In this first storyboard Solomon is walking past the camera and
he doesn't notice the sword in the stone in the background.

After he has walked out of the scene he sticks his head back in
to see the sword.
Which the camera then zooms in on.

In the next shot he is summing up the stone, just nudging it with his foot.

He then stands above it.
and tries to pull out the sword.
but he can't so defeated he walks off scene.
Before coming running back in to really try and pull it out.

but he still can't and eventually gives up.


















I then experimented with different colours in his costume.























I eventually turned my story boards into a 30 second animated short.
Using the Argor rig inside Autodesk Motion builder. Unfortunately when 
I imported the stone I had created in 3ds max into Motion builder it 
lost a lot of it's geometry and ended up looking a bit like a beach ball, which
was disappointing but after quite a lot of research on how to fix the problem
I found nothing. 

Throughout the animation I have tried to apply the 12 principles of animation as well as 
I could. When the character leans in for example his arm dangles down in an example of
secondary animation. I have tried to apple squash and stretch and also exaggeration to the character, 
especially when he tries to pull out the sword. When he walks I tried to give him a bit of
a swagger to try and represent the tough character he is. 

The program is still quite new to me so I have tried my best to create a flawless loop but
there is still a little glich in the walk cycle at the end of every second step, however 
due to the camera shot I have chosen I don't think it is too noticeable. 

I am quite happy with the end result, however I am looking forward to 
working more with this program and perfecting my skills.  

   

When I was looking into logo's I was researching into what kinds 
of styles games companies have used. 





















I want to make the logo simple but easy to recognise because 
I need to be able to scale it up or down but still be effective.


























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