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Monday, 24 February 2014

Designing the Colossus 3: Kit Bashing etc

The Third boss in Shadow of the Colossus.
See the eyes and architecture is almost
like ornate armour?
I know I want unique elements to the colossus - Like cold staring eyes and archectural features.  This will echo my reference and implies purpose and intent of it's construction (and help it not look like a load of rocks n crap).

I'm fond of the green assets - These I imagine as fingers, knuckles, and spine segments
I have made groups of objects to construct my colossi from.  Doing the work this way will help to break down the assets into their smallest forms - I want to make as few pieces as possible, but make them as detailed as possible.  Using the vertex colours I should be able to help blend in other materials and add variance to prevent any obvious repeating.  I will be focusing on the technical bits like animation and game logic more in March.

Using these low poly basic shapes I can construct accurate mock ups of my colossus early on and have a lot of leeway to amend and improve my design (I hope).  I will also combine other modular sets, such as boulders and foliage to construct the final colossus.  After putting these all together the next stage is dropping unused ones, breaking down desired elements and getting them all on one texture sheet.
Here is an example of a colossus design bashed together
and another
I quite like the bull one... I am going to make 5 more this week (one a day) & finalize it over the weekend.  During march I don't want to be designing - I want to be animating and joining stuff together in UDK & making stuffs.  What I will do is convert these into statues for my temple - giving them a stone material instead of developed modular assets...  I'm trying not to waste my time and efforts.  Also I enjoy a bit of sculpting in the evenings, which is a bit of an escape from technical rigging and animating and the like.

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