I wanted to concept and model a character from scratch, ending up with both a high resolution model and a LoPoly engine-friendly mesh. I'm currently working on the LoPoly. I learned more working on this piece than with any other. There are clearly some Lucasfilm shenanigans afoot, and on the design side, its becoming obvious that I get little pleasure from the over designed, hyper-fractalised approach (which also requires more technical skill, go figure...). I started off with the basic shape of the head gear, and it went through some iterations as more organic and cicada-like before I reminded myself to stick to a design which best for an overall concept rather than pursuing an infinity of designs for each asset. This is a very difficult balancing act – to explore options and variants while remaining true to some vague spirit of an initial concept. Of course this is becomes redundant when working to someone else’s design brief, but the line is always there at smaller scales.
Anyway, any and all advice or feedback is most welcome.
What I mean by an "over-designed hyper fractalised approach" to design is where functionality kind of takes a back seat and you end up with a lot of baroque elements which serve to create a harmonious field of noise. I probably shouldn't say "over-designed" as this sounds derogatory and, as I hinted at, Its an approach that requires practical skills which I'm not sure I have yet.
So... There's a variety in the detail level and profile here which I think enhances character...
...Compared to this tradtitional manga/mecha design which, although technically great, lacks the same character.
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So... There's a variety in the detail level and profile here which I think enhances character...
...Compared to this tradtitional manga/mecha design which, although technically great, lacks the same character.
Bearing in mind these are mostly keyshot renders, what do you mean by "taking the materials into another pass"?