In the 7th lecture we were taught of the principals and swirling ideas for approach when creating creature designs. The importance of animal references, application of appropriate humanistic features and use of symbols, textures ect. were discussed. All is used to construct a creature audience would react to consciously and subconsciously ( For instance, As Justin pointed Giger’s Alien has all the elements serving to subconsciously invoke a fright of rape in audience’s mind ).
The latest lecture all of us experienced a simulation of a real life scenario, where a group of 3 people were briefed to create 6 designs for a rebooted show. The following two designs are for
Dr Zantus Kromozone;
Evil Scientist
Who delights in experimenting on other creatures but at the same time is squeamish himself. Lacks of display of emotions. He experienced an injury, lost an eye, but with his own capabilities improved himself by introducing a new eye capable of many new features like controlling the henchman.
A note from Justin was the design is too subtle and there's a far greater potential to go "over the top" with Scientist. Indeed only after drawing it I realised I've created a rather realistic portrait and have not designed a character as much.
Grok
Hulking henchmen, genetic experiment
Armor plated saurekian, with instincts of predator and augmented natural advantages.He is controlled by the evil scientist
It was a fairly good approach for that character as noted. Suitably non-human looks, good direction of shapes.
These were created in just over an hour. I'd guess it summarizes and shows how well we pick up the conventions of designing a character from all the previous lectures as well as what creative desidions were made in such a brief period of time.
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