Wednesday, 18 April 2012

Silhouette based character design.

After learning how Valve designed the models for Team Fortress 2, I had a go at this.

The philosophy behind it is that, in a frantic multiplayer shooter like TF2, it is important to know what class you are fighting simply from a quick glance.

Valve therefore designed their characters in shadow - if it was obvious which class was attacking from just the outline, then it was approved.

So I went to work creating something similar, with a good degree of success I feel.

First attempt at modelling my characters head.
Don't know where to start critiquing this. No edge loops, awful symmetry, the horrific anatomy, the nightmares of children...

Some more attempts to create a decent 3D model in sketch up. Starting to think that natural formations do not work. Will have a go at more architectural formations.

Some sketches from early forays into 3D. Sketching and planning an anvil.

More concept sketches.

First full turnaround of my character design.
Changes need to be made: The cheating boxing gloves will be replaced by hands, and the shorts and vest replaced with trousers and a shirt, to really conceptualise the "fighty, oversensitive ruffian" look.



More sketch up images from the level design.