Yay, another Erik Asorson character progress thread! Your work is always so good and clean. I'm looking forward to watching this thread. BTW, I hadn't see your studio site in a while, and it's looking great. I'm inspired. You deserve the work you get.
Poop, I don't like westerns, couldn't you make some sci-fi characters for GUN instead? Western isn't very original.
My point is that if he's doing it for a client, his job is to do exactly what they want, how they want it. Period. "Originality" is irrelevant if the client is getting what they're asking for.
All Poop and Enix are saying is that he should have picked a different client to pay him for art, which is just silly. Never mind that he is, in fact, getting paid for art, and doing it very well.
Big fan of your art, Erik. Solid work as always. You're one of the few artists I really look up to.
It's surprising you didn't take the time to read my post even though it was only three sentances long. I asked if the client insisted on something like this, or if it was just a case of going with what the concept artist came up with. I understand all about doing stuff for a clients approval, and if he said that's what the client wanted, I would just nod and realize how often his happens.
However it could also very well be the case the client gave him full creative control, and this was what he decided to go with, in which case my comment about unoriginal still stands.
*ninja edit* It's very possible to work creativly under a clients direction. I've very rarely worked with one that micromanaged every single iota of design and direction. You can get paid AND make something cool you can be proud of. I do it all the time.
bla bla bla
clients shmients, what does it matter?
its good stuff, very clean and proffesionally presented i think.
its also as flat as an asian girl's butt (no offence), and if you want to push your drawings anywhere thats what you should be working on. there is no construction in these, its outline filled with details and then accentuated with rendering, and i think thats the reason why none of the various views for each character really connect one to another. i feel i have to think very hard to see how things take a 3d shape.
i was actually having this discussion in class today, when the teacher held up some figuer work done by a very good girl. she went to that watts atlier place, and she is a very good draftman, like way better than anyone else in my entire grade, probably. so he held her work up and said yes, an excellent representation of the figuer, but it is flat. a copy, outside in, and not inside out.
things can be represented wonderfully and do their job fine, but if you want to push yourself anywhere, thats where its at i would also say.
I like it.
For the third character (big dude) I would move his head back a bit in the side view and move his arms a tiny bit forward. For the checik you have alligned the head and the arms with the torso and pose perfectly. The big dude's pose just doesn't seem right like he's about to tip over on his face.
the female looks pigeon-toed and her abdomen is un-protected. think different and give her as much armor as the men. you can still retain the curves of her abs with armor so there is no need to expose the area except for blantant sexualizing. if the men are fully armored then the women should be too. if not then show the male's rippling abs as well.
the male characeters don't look like they could run with out the nerve wracking sound of metal thighs scarping together.
Thanks for the comments everyone. You guys are correst that the designs are somewhat generic, but they are supposed to be "Space Marines" just like we've see in a lot of other shooters. These are also the core characters to get the game up and running. For later characters we may get more wild with the designs.
As you can see there is quite a bit of variation between the concept drawings and the model. The concepts are not meant to be standalone pieces of art or strict design templates. Just basic guideposts to help aid the modeling and texturing.
We'll re-evaluate the characters at each phase (concept, modeling, texturing) and make any changes in the following phase. Your comments are much appreciated, sometimes it's easy to get "tunnel vision" when working on these things.
More models, textures, and animations coming soon!
Its stated above. I first thought: This looks so much like **** work and well....it is Just removoved for some reason but I respect that... weird...
Very nice, really like the face, though the armor looks abit too monochromatic and kinda "dead". maybe some intersting details like little scratches and slight rust could help.
[ QUOTE ]
i think you should give the upper arms some muscle tone on the female model.
[/ QUOTE ]
I might do that. I'm going to wait and see what it looks like textured before deciding. The texture that is going on there may have a comoflauging effect on any contours that I add now.
they feel very Unreal Tournament 2003/4
not sure if that's the level of detail your going for, a bit of an aire of unrealism (yeah i know horrible word) about them.
the features in particular are very idealistic proportion-wise. nice end result, but feel a little aged imo
What I like about them is the fact that all the characters fit together. I can imagine them working as a team because they have a consitant look. Also I kinda like the mundane feel they have, they are not over exagerated too much (like in unreal). However could this detract from the fun of a shooter game such as the one you are working on... as stand out exagerated features, I feel, are easier to spot and identify when playing a hi-octane game.
hmm, i think those green and red variations are suffering a bit because the highlights appear to have been boosted - they're making little pinpoints of brightness that are making the texture hard to read as a whole.
Actually, on this note, the armour texture seems to be lacking a lot of macro detail - it has all the micro shading and the stuff in between, but there aren't any "main shapes" in the armour which are obvious, and as a result appears kinda flat.
The silver one is the best, IMHO.
Faces look cool, not sure why they all have blue eye-shadow on though
Replies
The gun concepts don't seem too original, they're recognisable enough, but not really cool or anything, just kinda basic.
The human model's polygons are a bit too linear for my tastes (on the upper legs and arms especially), but it's generally well built.
Did you do all of this artwork personally?
haha, enix makes dbz models, don't mind him.
My point is that if he's doing it for a client, his job is to do exactly what they want, how they want it. Period. "Originality" is irrelevant if the client is getting what they're asking for.
All Poop and Enix are saying is that he should have picked a different client to pay him for art, which is just silly. Never mind that he is, in fact, getting paid for art, and doing it very well.
Big fan of your art, Erik. Solid work as always. You're one of the few artists I really look up to.
However it could also very well be the case the client gave him full creative control, and this was what he decided to go with, in which case my comment about unoriginal still stands.
*ninja edit* It's very possible to work creativly under a clients direction. I've very rarely worked with one that micromanaged every single iota of design and direction. You can get paid AND make something cool you can be proud of. I do it all the time.
I see that youve moved out of Las Vegas and onto Huntington Beach, in CA?
Thats too bad! Vegas needs more polycounters/game artists.
clients shmients, what does it matter?
its good stuff, very clean and proffesionally presented i think.
its also as flat as an asian girl's butt (no offence), and if you want to push your drawings anywhere thats what you should be working on. there is no construction in these, its outline filled with details and then accentuated with rendering, and i think thats the reason why none of the various views for each character really connect one to another. i feel i have to think very hard to see how things take a 3d shape.
i was actually having this discussion in class today, when the teacher held up some figuer work done by a very good girl. she went to that watts atlier place, and she is a very good draftman, like way better than anyone else in my entire grade, probably. so he held her work up and said yes, an excellent representation of the figuer, but it is flat. a copy, outside in, and not inside out.
things can be represented wonderfully and do their job fine, but if you want to push yourself anywhere, thats where its at i would also say.
For the third character (big dude) I would move his head back a bit in the side view and move his arms a tiny bit forward. For the checik you have alligned the head and the arms with the torso and pose perfectly. The big dude's pose just doesn't seem right like he's about to tip over on his face.
the male characeters don't look like they could run with out the nerve wracking sound of metal thighs scarping together.
As you can see there is quite a bit of variation between the concept drawings and the model. The concepts are not meant to be standalone pieces of art or strict design templates. Just basic guideposts to help aid the modeling and texturing.
We'll re-evaluate the characters at each phase (concept, modeling, texturing) and make any changes in the following phase. Your comments are much appreciated, sometimes it's easy to get "tunnel vision" when working on these things.
More models, textures, and animations coming soon!
Scar across the eye is so incredibly cliche, though!
Reason I ask is the texture style reminds me of another artist from this board.
Awesome texture work! Reminds me of Ruz. Was that who you were thinking poop?
Very nice, really like the face, though the armor looks abit too monochromatic and kinda "dead". maybe some intersting details like little scratches and slight rust could help.
Ahhh if only my crap skillz were half as good *snif*
Nice stuff however.
i think you should give the upper arms some muscle tone on the female model.
[/ QUOTE ]
I might do that. I'm going to wait and see what it looks like textured before deciding. The texture that is going on there may have a comoflauging effect on any contours that I add now.
not sure if that's the level of detail your going for, a bit of an aire of unrealism (yeah i know horrible word) about them.
the features in particular are very idealistic proportion-wise. nice end result, but feel a little aged imo
Arco
really nice characters. But why do you post flat on cgchat and not here for the last one?
[/ QUOTE ]
Oops. Accidentally pasted the same image twice. Fixed now.
if ya might bored ya could contact me and teach me abit skining :P
Actually, on this note, the armour texture seems to be lacking a lot of macro detail - it has all the micro shading and the stuff in between, but there aren't any "main shapes" in the armour which are obvious, and as a result appears kinda flat.
The silver one is the best, IMHO.
Faces look cool, not sure why they all have blue eye-shadow on though
the weapons are a bit on the simplistic side though.
You can see some of the animations here:
http://www.erikasorson.com/img/anim/erikasorson_phosphor.mpg
Also hi-res images of the models and textures are in the gallery on my website:
http://www.erikasorson.com