Creative Industries Week 3 Human Sculpting and Another Pitch Presentation

For our morning session, Henry had went back to the character design principles and talked about the structures of characters/creatures and how to meet the requirements of the design. There was also the 9 tips on how to make a successful character; which areΒ 

β€’ Characters are composed of familiar elements
β€’ The character must meet the requirements of the script
β€’ The character must visually reflects a backstory
β€’ The character must be coherent with the presented world
β€’ The characters features an emblematic silhouette
β€’ The character must be developed according to the initial approved design.
Β β€’ If the character is translated to a new medium then it must be updated but not changed
β€’ A character must be produced in the appropriate quality for its role
β€’ A character must have a convincing overall shape
β€’ It must be impactful!

The anatomy of the skull was explained with the topography along with the head including eyes, the margins and the gender difference between them. Then moved onto the last which involved the facial expressions or simply the FACS (Facial Action Coding System) which displays the eyes, eyebrows and mouth.

We later went onto our zbrush’s and practiced with the structure of our models that we have downloaded from our blackboards. We had each chosen a face to mimic from it’s portraitΒ 

 

In the afternoon for our presentations we had shown our updated versions of planning, gameplay, props, inspirations, mood boards and art styles, There had been some pros and cons for our presentation. For game designers have to agree on their narrative and animation people to finalize their art style and have a few animations done.Β 

Here is my following models and animation bit I did for an warm up.

 

 

 

 

Leave a Reply