Week 8 - Week 13
26/5/2023 - 30/7/2023
Leong Jiahui / 0353469
Bachelor of Design (Honours) in Creative Media
GCD 61704 / CHARACTER DESIGN
Project 2: Character Design Development
Instructions
Project 2: Character Design Development
Project brief:
WEEK 8 (26/5/2023)
To-dos:
- poses study
- expression study
- 4 selected poses and expression
Over the ILW, we are required to work on poses and expressions study. This helps in developing the hero pose design in Project 3. For the poses, I scrolled through Pinterest and did very rough and quick sketches of various poses. I didn't want to use too much time on making them look detailed so I could make more variations. I focused on giving each pose the 'S' shape so the stance looks more fluid and natural. I also explored poses with and without the weapon.
fig 1.1 poses studies |
For expression studies, I tried out as many expressions as I could think of. It unfortunately did not turn out very good, as many of them looked similar at first glance. Though it could also be largely affected by the fact that i did not give my character pupils. The feedback mentioned that I could play with the size of the eyes more to give the expression more life.
fig 1.2 Expression studies |
WEEK 9 (2/6/2023)
To-dos:
- 4 selected poses and expression
Continuing from the previous week, I picked 4 poses to work on, adding in the details of my character. With the vibe I wanted to achieve with each pose, I was, unfortunately, unable to experiment with many expressions because it wouldn't make sense. To fix that, I added a few expressions on the side. Take it as a bonus, if you must. I focused more on the gem mining exploration aspect of my character for each pose instead of giving her a combat-based stance. I like to think that she's a miner and accessory maker first, a fighter second. I want her to give a relaxed, elegant and curious vibe. Quoting miss anis, shes a lady but could kick your ass.
Hence, I made her start out as a polearm, that can split into two different weapons when her skill is activated. Now everyone is happy.
fig 3.1 weapons explorations |
fig 3.2 Final weapon design |
WEEK 11 (16/6/2023)
To-dos:
- alternate clothing (skin) sketches
- colour scheme
fig 4.1 Genshin Impact Concert poster |
fig 4.2 Alt outfit silhouette sketches |
Here is how it turned out after refinements:
fig 4.3 Alternate outfit outlines |
Now the dreaded process - colours. I have no colours in mind when sketching this so I just went in blind and applied any colour regardless of whether they made sense or not.
I wanted to give her a fluorescent graffiti vibe in addition to her street dance swag, hence the attempt. Not a good attempt, but an attempt nevertheless.
Now the real deal - colours for the main design. I STRUGGLED big time with this one. I had a total of 12 different colour variations, and that's just the ones I decided was good enough to keep. My indecisiveness is becoming a problem, so I made my friends and family pick for me.
The first one was just a sham of generic colour palettes, and then the following ones I focused more on her design in relation to jade, which gave her more prominent green shades. The final version and outcome of my labours can be viewed below :D.
fig 4.4 Alt outfit colours |
Finally, I settled for a good enough colour palette and gave her a rough render.
fig 4.5 Final Alternate outfit |
WEEK 12 (23/6/2023)
To-dos:
- colour scheme
fig 5.1 colour variations 1 |
fig 5.2 colour variations 2 |
fig 5.3 colour variations 3 |
Final Outcome
Feedback
Expressions & Poses
Try experimenting with more expression variations by changing the size of the eyes. Elegant poses suit my character more than sexy poses.
Weapons
Good attempt. The designs capture the Genshin Impact aesthetics well.
Alternate Outfits
Good attempt.
Colour scheme
Miss Anis liked all of them (a fellow indecisive member) She told me to just trust my guts and follow the one I like most because at the end of the day, it's my character and it should be built of the things I liked most.
Reflection
Confession: the dates and weeks stated above are not accurate. This blog post is overdue and I'm writing this as a backlog task, and this project felt like it took forever to finish, so I just wrote everything in the most organised manner, by category. I did in fact work on multiple things at once so it's a jumbled mess. However, I still view this module as my go-to module whenever I felt like I needed to procrastinate on my other modules but didn't want to waste my time on useless stuff. I learned a lot about concept art through this project and got me looking and learning a lot about different aspects of game character design. Applying and choosing colours was never my forte, but being forced to do it here did push me out of my comfort zone and force me to make decisions when it comes to my design work. It's overall a satisfying journey seeing everything starting to take shape over the weeks.
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