Character Designs: Early ideas
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  1. #1
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    Character Designs: Early ideas

    These are some early concepts for a fictional game i am doing as my final major project. So yeah. would be great to get feedback from anyone.

    The game is a third person shooter set in the future about 40-50 years from now, on earth, under attack from big space bugs (i shall post them up later). The guys here are militant figures, from a specialised area.

    Think Gears of War and Halo mushed together.

    sorry the image is small.

    Thanks,

    Joe


    p.s im not that used to photoshop/digital art and probably have a combined time of 15-20 hours total.. so im not that experienced with it yet.

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    I like the designs, but the seem a little bit generic, you could somehow make them a lot more original, and one thing is not to try to mix armors but make your own.

    I'm not too experienced with photoshop either so I cant help you much there, but for not knowing it you've done a pretty good job!

    Check out My Sketchbook!
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    Homeless is right, they all look really similar try going for a stronger silhouette. Pipes, Pistons, antennae, go crazy! Just break up up that "Average guy" outline!
    Good luck

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    I have to agree with Berzerk here. Try making them a bit more robotic as well. Think realistic. This is, after all, just 40-50 years in the future. Use reference from todays soldiers and then add on some of your own futuristic stuff.

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    The proportions seem wonky to me. The head starts one size, then the torso another, then the legs and feet get bigger still.

    Design wise, I agree they are somewhat generic. I understand the designs may be rough and just meant to give an impression, but I think a few more hard crisp strokes meant to imply more detailing would help.

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    heylo,

    thanks for the diretions, looking back at them they doo look pretty generic, i think i ran to much with one idea throughout.

    hah yeahh the perspective isn't brilliant (feet especially), and they have tiny heads, but thats been changed. I wasn't too bothered about that all though as i guess i was looking more on the aesthetic rather than accuracy at this point also i was practicing with time limits so i set myself 30mins on each character, so that maybe why they aren't too good. i worked out the wonky perspective on these newer ones, so thanks :]

    the chunky feet thing is mainly because i think chunky feet look cool.
    thanks for the help though, and i hope to hear from you as this thing progresses.

    Take Care

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    looking at the mention about silhouettes, i added to the character i liked, things i thought might make him pop out, just thought i'd put him up while i work on the others. also i put him up bigger so you can see more of whats going on - i felt that was missed in the first post.

    keen to hear if you think it works better than previous.

    also put up the quick sketches of some ideas i did that i was thinking of working up; would be good to hear of what you think. I feel the directions are a little stronger than before. i did go with beserk's breaking up the "average guy" and going a bit crazy. so cheers!

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    these are some quick paint ups of 3 of the sketches.

    looking at a industrial styled -adapted suit, more army camo kinda style, and just one that i thought might look cool.

    they're aren't technically accurate, and there are bits i would change if developed to make it more accurate, but i just was keen to hear your opinions on the over concepts/ideas and directions.

    i'd really appreciate any imput.

    Thankyou

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    One thing I'm noticing about these is that they lack any geometric shapes. You'll notice in many armor or industrial designs, the use of sharp edges or blocky shapes helps to give off a more armored feel. Halo, for example, does not attempt to use all smooth surfaces, but instead uses blockier, more geometric shapes in its design in tandom with smoother shapes to create a unique aesthetic which mirrors realistic approaches to design while also adding a level of depth which suggests there is more than what one can see on the surface composing each area of the designs. Try not, then, to make all your designs look like they are composed of circles and ovals and ellipses:add some more variation, and do not forget human proportions.

    Also, when creating new armor or vehicles or other mechanical components which have a specific purpose, remember that there will be someone or osmething inside of them for which they will need additional room. All of these designs lack one fundamental thing: they do not account for the amount of space inside each suit which a person will need. Instead, you play with proportions in a way that does not account for the human figure which lies beneath the armor. Make certain to at least rough out the form first, then pile armor on top of it to ensure that is realistically fitted to their bodies.

    Everything said in the above posts, as well, should be taken into account. I hope that helps!

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    You're getting it! The new ones don't look generic, and actually look pretty badass. I love the one with the "G" on the chest, if you were to choose one to finish I think I'd like that one the best, but that's opinion.

    Check out My Sketchbook!
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    riiiight,

    :] cheers radioblur - took your suggestion into account - i decided to develop a couple i liked and applying what you said. But yeah i guess i hadn't put much effort into defining the edges on the early designs where i should have.

    homeless foxman - thankyou, he was like a random card i did on a spontaneous idea that came into mind so he doesn't really fit the criteria - but cheers!

    this is one guy i developed - still things i want to add, change and refine - probably change the helmet and add minor details here and there an also give him a weapon [ah an i need to sort out his foot ] :

    just would like to know what you guys think of him so far.

    thanks

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    i wasn't sure if i liked his visor or not - and watching Ghost in Shell 2 last night kinda inspired me to try out something different so i kinda slapped this on to see how it would look - i kinda like the potential of it, if it was worked into a bit more, would be great to hear your views. (the yellow/orange dots indicate where lights could go)


    even if you're just skimming through, would be really appreciated if you could tell us your thoughts - so i can make him look cooler.

    take it easy

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    Just passing through, nice work! big improvement from your initial sketches I think the visor looks cooler than the eyes and mouth filter thing, it looks more futuristic to me but I guess a bit blank, maybe try add something slightly visible behind the visor?

    -fieldscarecrow

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    I think the most recent one would look better with the head tilted towards a 3/4 view. The way his body is angled just makes it seem more natural for him to be looking to the side.

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    imo they look too similair ..u try too much and too fast 2 make em look cool..dont be scared of risk sth its just a sketch

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    the silhouttes has really improved!
    the last post, the white outline is excessively used, because of that it feels very flat. try taking it off, then you'll see the true lack of form.

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    Fieldscarecrow and atrum

    cheers for your comments!

    i've updated him since - i went with the visor as (also like you mentioned) it looked more futuristic an also more achievable in reality, to solve the plain aesthetic i put in a hud to give it more interest and some shape to his helmet so i hope that solved that. if you any ideas they are welcome. :]

    I changed his view like you suggested and yeah i think it works a lot better he looks less ridged. Though im not sure if i was to angle his head down slightly it might look a little more dynamic. I might widen his helmet a little to as it looks a little on the thin side at the moment.

    at the end of all this he'll be a cut out about 8ft high (including antennae) so i need him to look right.

    marsampson-

    i presume you're talking about the original characters at the beginning?
    and i know they look all too similar - l like to think that i've progressed a lot since those concepts, i'd never done conceptual art before this so has been a great learning curve for us, and if i was to start this again there's a whoole bunch of stuff i'd do differently. but at the moment tis a bit late so i've gotta make the best of what i have in the little time i have left.
    But thanks for stopping by an commenting.

    MurdokX -

    thanks
    haha yeah i toned that down after i posted it. though i like the outline. Im not sure if you have seen the works of Feng Zhu [ www.fengzhudesign.com ] but he uses outlines and highlights in his work to bring out details and edges (though usually using black or the environment's lighting) and I really like how it brings the image out. I guess it does make an image flatter or maybe less realistic but it's his style. I was exploring my own so i was trying something out. I did go a bit ott the first time admittedly but it's something i'd like to keep and work at. if you see what i mean?

    the image does come across a bit blurred but it is much crisper than it appears on here.

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    Yeaaah now I'm feeling it, slightly turning the head and adding some hud details do it nicely for me, good progression! I think you should leave that as one direction you can take your designs as you've spent quite a bit of time on it so maybe move on to something else? Unless you're completely satisfied with that

    Keep updating us with your progress!

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    i see this is leading into a good direction

    the ring around his face is much better than normal eyes, love it ^^

    keept it up!

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    Thanks Fieldscarecrow & Hyagami
    Makes everything worth it when you get good comments!

    I had actually changed him after i posted that, adding the little details i wanted as i felt it was time to call it.

    at the moment i'm working on weaponry and environments which i'll post up later tonight.
    I also have another guy [as there're two main characters] in the pipeline which i didn't post up which i may do tonight also. He's still a Wip though/

    i think at this stage I'll stick with how it looks at this moment [though i want to carry on this project as a personal one after college, so changes can be made after]
    But still i really like him. But i would say it's probably better to ask if you [as its not down to just my opinion], whether you think he works as a design?



    This is how he looks: The Grey bits are where i've masked out where weapons will/could be going - they should make more sense when you see the concepts.

    [our right] is an arm mounted blade
    [our left] is a arm mounted automatic weapon
    [leg] is a shotgun

    he was a more H2H character so i kitted him with stuff that would work around that situation - the automatic is just to make him a little more flexible
    Hope you likes! and thanks for the comments!

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    hey -

    i said i would post this guy up a couple of days ago but i didn't get round to it :/

    anywhoo here he is at this stage.
    there are still some bits i need to work out an refine like the segments to make sure they aren't as skewed and to give him a more finalised gun the one here is more of a visual aid an other bit an peices.

    one thing i'd like your critique on though is his helmet i was thinking of having some sort of targeting thing on his shoulder (as he has a rocket launcher-esc thing on his back) but im unsure if the lights distract your eye too much from his head..im pretty free with what i can do to his shoulder so any ideas would be v helpful! atm it also looks abit like a fire bell or a breasticle :/

    it would be great to get your thoughts an opinions on him since he needs to be nished soon.
    t.c

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