Welcome!
Ideation
For VG Remix I plan on producing a diorama of an epic skirmish casting the many hostiles and armor permutations from the Halo universe on Halo 3's Tsavo Highway.
Tasks/Documentation/Ancillary Information.
I selected this game as it was the first Halo title to sink me hook line and all for it's great narrative, universe, and multiplayer. So stylizing this concept with a hand-painted aesthetic was definitely a direction to pursuit. As mysterious as the universe of Halo is, I was struck with the remembrance of Pokemon Mystery Dungeon's style!
While that serves as a good basis for the style, it's onward to the inspiration board! Through this process I can then select a more applicable hand-painted style as the imposed style of Pokemon leans toward an extreme.
Inspiration board:
Form stylization
So a remix to the aesthetic form of the Halo characters I have in mind is a meet of TF2 body types, or the like of, with some exaggerated proportions as a result of outfit or musculature.
Texture stylization
When it comes to the texture, the first idea that I want implemented is the blocky marker like feel. Second is a middle-ground of the painterly feel expressed in the Bastion aesthetic and Golden Sun/Legend of Mana concept art.
Texture Refinements
Regressing to the Pokemon picture board, the ditherance expressed in the aesthetic is a quality that I would like to translate. Inclusive in the process is the application of brush stroke gradations to enhance the painterly feel.
Production
So the following is the production of the low poly model for each species. I'll start out with more triangles than the ~500 tri count limit in order to get appropriate/interesting volumes and silhouettes for each body type. While retaining form I then cut down the topology to meet the tri count. So my approach to character creation will be a modular one since I plan to heavily populate my diorama. The purpose of producing a base low poly model is so that I can then build upon the volumes with armor/accessories.
Generic Male/Female model(508 tri ea.)
The purpose of producing these two models is so that I get acquainted with the ideal proportions and low poly development. From here I can proceed to 2D concepting forms I would like for, in this case, human personnel. Once I translate into 3D I can then proceed to apply munitions to the characters.
2D Concepting:
[In development & post pending]
Low poly character production:
HUMAN
Marine Personnel
[Final Low poly Pending]
Army Personnel
[Final Low poly Pending]
Naval Personnel
[Final Low poly Pending]
Spartan
[Final Low poly Pending]
Sangheili
[In development]
Jiralhanae
[In development]
Kig-Yar
[In development]
Unggoy
[In development]
Mgalekgolo
[In development]
San ‘Shyuum
[In development]
Yanme’e
[In development]
Forerunner
[In development]
Precursor
[In development]
Huragok
[In development]
Munition production:
Covenant
[In development]
Human
[In development]
Forerunner
[In development]
Vehicle production:
Human
[In development]
Covenant
[In development]
Environment/prop production:
Tsavo Highway
[In development]
---
[reserved for more information]
Replies
(Posted 14 hours ago)
I've reduced the poly count for the bodies so that they feel more low poly.
Female body: 302 tris.
Male body: 334 tris.
Head: 190 tris.
The other two characters look great though! Does this mean there's going to be an action shot? 'cause that would be cool
Got the male and female low poly bodies done. I'll be referencing these for the form stylization, but yeah I need to pick up the pace!
Male model:508 tri
Female model:508 tri
If you have any critiques about the volumes or necessary edge loops for animations, since I plan on reposing them, please shoot! Regardless that these are not the ones I'll use.
Male/Female Human
I developed a UNSC Marine with the body type. Left it as is, since I should be modelling at this point.
Covenant Ghost
Once I finish my human models, I'll pose one on it to see if the scaling and proportions of the Ghost check out.
C&C away!
Human
Working on blocking out the texture for the female human.
I'm liking the form for each, but I feel like I can push it more with some tweeks.
Needs to be optimized a bit more so I can call the modelling done on this one.
Maybe shorter cylinders; one for the emitter and one for the platform?