Tuesday 14 May 2013

Turnarounds and Colour Tests

As I am developing a character for the platform of game, I produced some turnarounds which in theory could be handed over to a 3D modeller. For me this was a challenge of accuracy and consistency. My past turnarounds have been subtly floored in the past when taken into Maya, so I really tried to focus, using the guides in photoshop as reference. I also looked at muscle anatomy:

(image found online)


I combined elements that I liked form initial Ram designs. I liked the simplicity of the brace wearing concept, whereas I thought the utility belt form the first design would be a practical place for my character to store interrogation tools and makeshift explosives. I also amended the anatomy, taking a less top heavy approach. I do feel that the side on view appears as if the character is slightly leaning forwards. Perhaps I should have had hi less blot up right and sitting more on his lower back for a more natural relaxed pose. I also produced a turnaround for the head:


I experimented with a pressure sensitive charcoal brush for the shading with this piece. Although ultimately it gave good results, I found some elements of it to be unefficient. For example when applying pressure to create a dark shadow, once lifted, the decreasing pressure on the stylus would leave a tiny light bleed on top of the shadow.

Using my front perspective full body image, I began some quick colour tests:


The primary red and blue with a pastel-like saturation was an obvious choice. The second design looks too kaki and holds military connotations. I ultimately went for the final colour scheme. I began with the subtle greyish blue and brown scheme. I wanted to include a third interesting colour to complete the colour scheme, so confronter 'Adobe Kuler'. I found a blue and brown colour scheme with the inclusion of green, so added a very subdued green to my design. I also added a final subtle purple tint to Ram's shades to tie the design together.

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