Minoan hero character. really happy with this guy. some finishing details left to do, but calling it good enough for now. May end up with a spear for gameplay purposes but if I can make the axe work I'll use that instead. Also been getting some help from @Fabi_G who made these characters, which I think are achieving the…
@iam717 if you don't wear shoes for a long-time feet become like leather and lose sensitivity in them. like dog paws. i am sure that any ancient warrior who had sandals or boots would wear them, especially if going to fight, but for this character her archetype is like a challenge run character - similar to how in dark…
nothing too exciting here but getting the basics blocked in for the spartans animation blueprint. i've found that it's not a lot of point to focus on anything other than basic timing for a first pass and then get it setup in the game and start refining it based on what you see there. Melee characters will toggle between…
Redid Gilgamesh model. The original one was very abstract design, I think I prefer to stick a little closer to realism, at least for this character as he has a pretty human story. Perhaps some monsters or more comic characters could be more abstract in design though. The design I followed pretty close from a reference that…
the next illustration will be a bunch of character concepts. a handful of characters from each region of the game. To begin I've done line work for the hero characters, the Amazons. Although this is being made more for marketing art, I am trying to make this actually be useful for concepts in the future once its time to…
A couple more characters. I think I figured out a few little tricks to make this style look a bit better. The furthest right character, the Nubian, was created a couple days ago. Then I did the two satyr characters, and I think they do look a bit more refined. There is a few subtle changes: 1. I added thin borders of color…
got the diegetic ammo display done. also note how bad the spartans animation is. Actually the posing I am fine with, but its way too fast. Hard to know if its right until its in the game. But timing ultimately depends on what works best for gameplay, so even though it looks awful right now and I want to change it, I'll…
feel like i've learned a lot about animation in past few days, wanted to jot down a few notes - adding eye animation makes big difference it seems. even on low res gifs i think it does a lot to bring the characters to life. The satyr character has ears and tail which also help to add a lot of emotion. For example i do a…
Okay so a lot of things done. I made schedule for 70 hours per character but I have finished the last three in about 12 hours or less. This is first draft of characters and not including animations, but nonetheless it seems like this art style is certainly a lot faster. A lot less technical things to think about so more…
Really striking ! The speed at which both the characters and environment are evolving is inspiring. These breakdowns and wireframe shots are great. Maybe one day, more big studios will finally realize the value of working that way (not necessarily with unlit assets, but at low specs in general). Can't wait to see more !