To start with I created a moodboard image that gives you a general idea of the kind of robot that I want to create.
As you can see i'm aiming for a chunky/blocky robot, as through finding these images the more realistic end of the robot spectrum in games reflect the real life blocky shapes of construction and military vehicles. Anything with rounded or smoothed shapes tend to be more fantastical and unrealistic, or are just not what i'm aiming for in the design.
I want to make it pilotable by a human driver as well as an A.I., as I feel this will increase the customization aspect that i'm driving for in its design. Its also given an idea of what parts i'll need to consider and model, such as pistons, tank wheels, metal poles and more complex parts made up of multiple pieces such as an engine.
Additionally it gives you ideas of work pieces I want to try and develop during the art pipeline, such as a blue print sheet and a rendering system that shows a scanning of the inner parts.
After this the next step was to create lots of thumbnails!
I had fun doing the different variations on the design and shapes based off of research that I have look at alongside designing these thumbnails, from games such as Metal Gear Solid, Mechwarrior and Armoured Core. Although two legged isn't as realistic for a giant robot design I decided to explore it in order to gain ideas for further designs.
In particular I'm focusing on the four legged/wheeled designs, as they offer the best results for a realistic look.Tanks and construction vehicles such as diggers, extractors and the challenger II tank were particularly helpful for realistic reference.
So from these thumbnail designs I decided to create some basic 3D thumbnails to see how they would look within 3DS MAX.
Thumbnails 3, 1 and 7 in Max. |
Thumbnails 11 and 17 in Max. |
In the meantime the next blog entry will give you an idea of the research that I aim looking into alongside the artwork that I am producing.
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