when I design a character, I try to start with the story. What is this character about? How do they fit into the world? Like Muzz said, 'dont make a space marine goon or a bikini bandit just because you like tits and guns, or you will end up with a super shallow experience.' After I figure out who the character is and the…
Great points Snader. I agree with everything you say. I'm a firm believer of finding that balance to make a memorable character. For instance, 'commander vanderhuge'. His outfit is very functional and aesthetically pleasing. My main issue with him is that if you put him into a group with his men, you will lose him in the…
I don't know what makes you think for a second that he didn't follow Skullface's method. I'm not saying he did (there's no way to know unless you ask him, and it doesnt matter at all either way) but you can DEFINITELY come up with a functional, well thought out design using the approach of 'make it cool > make it work'.…
What is important is a consistent balance of function and form. You can stylize things heavily, but consistently, or you can build supporting functions that justify a form (like the sweet M16/katana sheath in the article I'm linking) http://platinumgames.files.wordpress.com/2012/12/e6b1bae5ae9ae7a8bf5.jpg…
I specifically didn't use the tumbler as an example because it is an actual functioning vehicle, so much so that it was featured on Top Gear. It isn't hard to convince an audience that a functioning vehicle works. But for a ridiculous flying thing, that's another story. For me the illusion was enhanced by to things 1)…
That flying vehicle is absolute nonsense. It's a mass of random plates, most of which serve no conceivable function aside from looking neat. These designs are nothing but "cool" done in two different styles, prefering one over the other doesn't make it more inspired or practical.
Granted, me speaking/typing about this all takes a lot longer than what it would actually take for me to apply. Lately I've been working with lots of transforming armor that have to work across different combinations, so making something look cool for the sake of it looking cool really is not the best approach. As stated…
when i'm designing a character i generally go for aesthetics but i make sure to keep functionality in mind, meaning clothes aren't miraculously attached via double-sided tape but by proper means and would also be able to be animated properly. unless it's a style i'm going for and it's the design norm in the universe the…
If you guys are going to debate CLOTHING or ARMOR and ignore aesthetics then you're ignoring one of the major practical functions of armor: aesthetics. Really, this whole thread is EXCESSIVELY deconstructionist. Breaking things down is fine, but trying to view any piece of concept art in absence of any aesthetic…