Hey, Polycount! Uber-happy to join this community, heard many good things about it, so...
I'm a character/asset concept artist, do work here and there, for the most part occupy a different profession, but the passion for CA won't ever die even if it won't pay, heh.
Currently what I'm working on - and will be posting in this thread - is the preliminary concepts for a horror sci-fi game/IP with a marine theme going on. Think Abyss meets Leviathan and Event Horizon sort of thing.
Usually I approach concepts with a heavy, realistic render, but with this project I'm trying to "lighten up" in the sense of creating a design language/uniform aesthetic on the go, to no linger on solid rendering in favor of getting the shapes and features out.
Would love to hear your guys' crits and feedback, because I'm not fully accustomed to working in such a fast, loose manner.
So first off, some character design:
and beginning to flesh out a deep sea futuristic suit design:
Replies
So first off, some vehicle ideas.
Working more with scene and volume:
Sure, I'm happy to share tips!
And thanks, glad to hear that - I'm currently gauging how to make designs futuristic and functionally grounded in reality at the same time, yet without the "used future" aesthetic. I need my future to look pretty new)
and here's a quick squicky sketch:
Pseudo-blueprint design of a deepsea station:
And tool prototyping:
Really itching to hear some feedback/critique/opinions.
Yep, I'm a one-man team atm, so loads of stuff to do)
Like, finishing the Medical Suit design
The medical suit looks solid. I am curious though, how do you see out of it? And, what does the backside look like? The crane-arm-backpack is slightly occluded by this particular angle.