Welcome back to my newest post on the development process of 'Interminable', im going to be speaking about the developement of some of my environment pieces, specifically the buildings in which the open world will be filled with for player access. If you viewed the slideshow above you would have seen four examples of buildings sketched, from a Hospital, an Office block, to small shanty houses and sheds. The player will be able to enter the buildings to explore further, and you should be able to see a very basic shell example of what the inside of a small building/house may look like, very much like blueprints. I am going to focus on what building in particular, the Hospital. It is now time to turn this into a digital art piece, where I will be using software called Pyxel Edit to achieve this. You will see below the first 'outline' I made, I measured the door frames to fit the size of our test character, and built up the hospital plan from there. The idea is to build the outline/shell, to colour and shade a nice clean hospital, and then at the end I will be roughing it up, breaking windows, making the building in general dirtier and gritter. Once I had completed the shell, I started to design and fill in the windows, while working on the doors and door canopys. I am pretty new to using multiple layers for images, but I went out of my way to trial this and it really helped with my development. Being able to edit single doors or parts of the entire piece without interupting or risking clearing artwork or designs I am happy with. You will see from the image above a near-finished hospital building, it is rather clean but this will change. I used a corregated metal texture on the bridge to the second exit/entrance, while sticking with quite a typical cream/white main building. I am really happy with the shadowing over the door canopies, and shadowing caused from the oddly shaped building and bridge. The roof I feel could potentially be used as tarmac for the road textures in the rest of the game. I am pretty happy with the final design, but I will update you guys with all the final building pieces once they have all been completed. Next up I will be talking about the game and showing you more textures, assets and environent ideas and concepts, as well as final digital and animated pieces. You will find below the process of a much smaller building, a garden shed. From sketch to first digital design, to final design with shading complete. I look forward to speaking to you guys next time, make sure you check back soon for more development!
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Welcome back! Today I wanted to introduce and discuss my first Main Character concept designs, followed by my first attempt at digitizing and animating a walking cycle in pixel art. In the image above you will see my character concept designs for two potential male main characters for this open world survival. I am really quite happy with the final drawings as I have always struggled drawing humans and animals, so character development was a bit of a hurdle for me. Through what I learned during the life and still drawing lectures/workshops, I found with a bit of perseverance and attention to detail I was able to accomplish more than I had personally hoped for. Next came digitizing, I knew the plan for our character was to be between 32-64 pixels in height depending on how much detail we wanted to add. I made several pixel body shapes and thier anatomy within our guidelines to give us a better choice or view on what we thought would fit our ideals for the game. They ranged between 36 and 48 pixels high. After discussing with the team and receiving some feedback, we decided the first character was our favorite, but with some slight height tweaks. I took inspiration from some character pixel artwork I found based on the game 'The Last of Us' along with my sketched character designs and came up with the right design on the characters head, showing his full head of hair and beard. I then proceeded to design each part of the characters clothing, from the underpants to his jacket and shoes. I am happy with the final outcome, I feel the anatomy of the character is very clear and concise, I do feel the jeans and shoes I am not so happy with and may need some tweaking, also may take a look at his hair/face shading, it feels a little 'blocky' still. Next was to dress my character completely, and look into a walking cycle in just one direction. I have yet to choose whether the character will have 4 (similar to mini dayz) directional movement or 8 (similar to project zombie). below you will find the final character dressed, alongside the first final edit of a walking cycle. I am quite happy with my walking cycle, although after already receiving some feedback, I feel his shoulders need to rotate a little while he walks.
In my next blog I will introduce my first building environment asset, from sketch to digital, along with a first look at some textures designed for environments and assets, from paper to digital. Feel free to comment and please check back soon! |
AuthorRyan Spence Archives
November 2017
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