Designing the Demons

Continuing on from my initial concept with Kasdeia and how she could summon demons I began drawing out ideas heavily influenced by Chris Ryniaks work. These would be the demons in their summoned form however, I wanted to look into the way they would appear before taming. Along with altering designs from concepts I had already viewed I worked on my own.  The first of these was the idea of a giant toad/ frog creature I was struggling to create a creature that looked fierce enough therefore referenced one I had already found and altered different aspects of this along with merging matte painting techniques.

The second of my designs was that of a leviathan, not those shown within the Final Fantasy series however, more of a biblical type. Again, I used ideas from Chris Ryniak’s work to influence me when designing out the summoned demons. The following step was to draw out the not tamed idea of the leviathan this was another concept where I took aspects from my references and blended it in with a final idea, I feel like this is a downside to the first two concept pieces as more of my own influence could have gone in to them.

The following concept was for a demon rodent or small creature, the idea I chose to go for was a hamster as its so controversial as to the idea of scary.  I found it difficult to find a reference picture for the proportions of this however, after some time I found a suitable image for me to base my drawing off. From this image I then added in slightly more threatening features such as sharper teeth and green slime finally finished by a extruding tongue. The fear aesthetics of this creature came from a mimic in the dark souls series.

The final and what I believe to be the most successful in the concepts was that of the sabre tooth demon god. I wanted this to be one of the main demons that Kasdeia used if not had summoned on a permanent basis. For the idea of godlike I gave it tendrils either side of its face that harnessed magical powers. Although similar to whiskers in there placement they where more like sensors. The inspiration for this idea came from the Coeurls within Final Fantasy XV and how they used the tendrils to charge and harness lightning powers. The main feature of the demon was the sabre tooth face and body. For this I searched for both 3d models and fossilised references. Overall I believe this was the more successful of the concepts and is the one I will be taking forward over others.

Link to time lapse video of sabre tooth god: https://www.youtube.com/watch?v=HGur_gMD-lg

 

Character Conceptualizing

before heading into backstory for my character I chose to sketch out fast thumbnail designs on Photoshop using a pen pressure controlled transparency. I chose to do this to get a rough idea on the character I ended up creating and others that could push ideas within the future. As a time limit and to loosen myself up i gave myself a set time of 30 seconds for each thumbnail. In doing so I was allowing my hands to loosen and not to think too much on the brush strokes I was creating. Having already studied life drawing prior and having brief understanding on how human anatomy was I saved time in not looking at reference images.

characterthumbnails

A lot of the same designs started reflecting in each new thumbnail with ideas then bouncing from one another resulting in me knowing further the type of character I wanted to create. The next step was to devise a background for the character as well as details such as name, age and appearance.  Drafting this out a few times the final result was that she would be a Demon Tamer, 25 years old and that her name would be Kasdeia Ravada.  The full in depth back story is below.

KasdeiaBackstory

It was then from the backstory that I began drawing out more detailed concepts first by hand then transferring the styles and elements digitally all the meanwhile using references to help me along the way.  Initially within my hand drawn concepts I depicted Kasdeia with the faun like ears from a young age rather than something she was given.  It was playing with this idea though that helped me within developing the back story.

18698151_692604027590173_3372229283356809232_n This was the hand drawn idea within my sketchbook initially the idea was to make her look mysterious even as a child however, i felt this didn’t reflect her persona or the troubles she was going through. I also started writing notes along my work a small example of this can be seen on this concept where I’ve commented on removing the ears.

Next to this I also began in drawing out the various poses from basic zsphere models I created within Zbrush. From these poses i could then develop further by adapting them digitally and making a skin to sculpt with.

 

Life Drawing Further Practice.

Working more on the traditional side of things I began sketching out more studies on human anatomy. For this I drew a range of sources mainly focusing on various poses of the female body.

As these where very quick studies not much detail was put into them. I slightly added in cross hatching to show where the shaded lines would be however, I felt I needed to focus on proportions more within the pieces. When focusing on the proportions I simplified the life drawing down into the out lines. This helped me focus more on the proportionality such as the amount of heads the body would be. 

Unfortunately due to the scanner quality the images where distorted or didn’t show through as clearly. Due to this I then had to take the images from my phone camera and alter them digitally to view at a high enough quality.

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I feel that in continuing to practice the life drawing it helped me understand human anatomy when drawing out the concept pieces although more practice could be taken forward when 3d modelling.

Environment Design; Group Project

TechDoc17_03_17 Document Reviewing the process and methods used within recent project on environment design.

Turn Around of the library building:

Single Shot Renders:

End of Project Composition and Evaluation.

Nearing the end of the project my group and I started changing around the composition of the final image to account for everyone’s placement and roles for the conceptual piece. After creating numerous layout one issue we came across was that the flat image was too boring and never told a story therefore I changed the composition. However, again this was then discussed as a group and it was decided that a cave would not account for the placement of a city, robot dinosaur, airship and character. Furthermore the cave did not come across as steampunk enough which was our decided theme.

In order to fix this aspect I researched into different composition method such as the rule of thirds and then started applying this to my layout along with two point perspective. I also found a previously worked on digital piece however could not find the artist that cohered with the finished piece. I found this through YouTube channel Adrien Von Ziegler a composer who specialises in Fantasy and Celtic music.

Of course the elements within this are not steampunk which could then be adapted to the project being carried out. However the layout is more appropriate to what we needed. Furthermore this would be a greater image to get across the notion of Dystopia.

After more discussion with the group we finally decided that this was more suitable for us all including the placement of each individual component.

 

 

Evaluation, mid project.

Within the work being produced titled “Project sloth” numerous references and research was carried out and looked upon. More so focusing around artist research and on a base level what is steampunk? During the beginning half of practical assignment a presentation had to be completed where artist and previous  works where displayed alongside inspiration from other games was gathered together and discussed.  That presentation can be found below.

game-art-animation

Some of the information given within the presentation such as the team members and roles has now changed since then.  Other factors that have changed alongside the team members was the composition and creature design.  To an extent it was difficult to work around the changes and to account for the new layout and theme. Furthermore,  merging the different art styles together and creating what appeared to be a coherent way of working.  A lot of the methods and tools used to create the work varied although because of communication and feedback among the other team members it was brought together in a successful manner.