The colossus must be...
* Identifiable - I want people to know it's a colossus and not a pile of rocks
* Animated - I don't just mean moving, but have an energy, and readable manoeuvres/attack patterns
* Integrated with the environment - If it's an ocean fight maybe consider oceanic life & Palette etc
* Mystical & Living elements - an underlying link with humanity through symbols and anatomy.
The colossus should be...
* Interesting - I want it to be appealing to everyone, including One Direction fans & National Geographic fans
* Detailed - contrasting elements & materials for good read (integrating local lore and backstory)
* Dynamic & Exciting - Give him/her an explosive intro, make it's movements shake the earth
* Characterised - Is it evil or maybe angry? Is it stoic and defensive? Is it a girl or a boy maybe?
I have been thinking about the design since my initial FMP proposal and have narrowed it down considerably. Initially we were thinking about an epicly sized one, but technically that is very hard... Would of been nice though... was considering having the moon/stars move and is actually its eyes as an intro. A massive waterfall as a belt that dissipates before reaching the ground (Like angel falls).
Anyhow - I'm getting ahead of myself - here's some reference
I want a lumbering biped and like the gorilla-esque form with the long heavy arms and lumbering gaite. The first picture here has some nice stylization I might rob - but more importantly check the flock of birds surrounding it like an aura - this might look cool and can use a similar process I used to create animated flame particle effects.
I have also been doing speed painty things to help get a feel for the character and scene. Photobashing is an effective way to quickly get concepts out
A bit typical - but maight work if the player is actually on the island and works their way up - maybe animating arms and bits seperately, which can mean seperate meshes and more detail |
"More weather" was some feedback so I went OTT and made this image nearly all weather and abstract marks - Visually pleasing, the atmospheric fog adds distance/scale. As a monster design it is a brick or a bit like The Thing. This image raises the question "how the hell do I fight this?" which I dunno how to answer |
On the design below I'm playing with the lava idea and thinking how it could look cool - Would definately add "excitment" and a weapon also. Also the vents on the back could work as a signal and maybe be visually adapted as wings, possibly adding another stage to the battle. There is quite a bit to consider and needs addressing ASAP seeming the environment does rely on this design heavily.
Here I am developing a previous thumbnail and adding lava! I quite like the fundamental design, but is maybe too evil for me. |
A couple of others - I prefer the left one - for me is the most interesting so far. And yeah - floating rocks/particles looks nice and is easy. |
I have been working on elements like rocks and materials I know I will be using, which will help with the design and modelling process in 3D. I am also working on the landscape of the level and modular sets to fill this out, but that's another post.
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