March 31, 2011

Myria Turnaround

This is my second turnaround that I've worked on.  It took a long time to make.  One of the downfalls of this character is the long hair in the front.  The potential problems are for this character as the main character of a game is that the hair blocks the form of the character from the front, and will cause polygonal collisions which could ruin the immersion of the player in the game.  However, if you've played Bayonetta, you would know that long, or even complicated hair can be worked around and even help define a unique silhouette for a particular character.  I decided to go ahead and push for the long hair in the front.  Since the idea for this game is a 3rd person action game, the camera will follow the character - it may be more important to focus on the form of the back of the character than the front.

The colors are a little too intense, which is nice, but they don't compliment a dark vampire world full of monsters.  Part of thinking of color schemes is knowing the background the character is going to be set in.

I adjusted the colors a little bit from the top picture which is the original limited color pallet design.  I desaturated the colors by adding a little bit of green hue to the whole design to lessen the intensity of the red, also to keep the colors a bit gloomy.  Then I added back in some brown to the leather and some maroonish red into the pants to bring it back to my goal for Myria.  This character will stand out nicely in heavily forested areas, and bluish backgrounds of night skirmishes and castle dungeons.


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