Friday, 17 January 2014

Hero Character Design Evaluaion


So this is the final hero model sheet.

My graphics tablet broke at the end of last year meaning I had to finish off the accessory breakdowns and skin markings detail using a computer mouse.  Not fun.  As a result these aspects of the model sheet obviously need a lot of improvement in detail.  The colour scheme of the bracelet is a bit odd too.  Each colour seems to have a different level of saturation which is really visually off putting.  Perhaps this would have looked better if these were leveled out a bit more.  I also wanted the markings on his skin (which , although I wanted them to appear quite subtle, aren't really that noticeable here) to look like scars which this image doesn't really get across.  I shouldn't have used a multiply blending layer and used a more flesh like colour for them. Then I should have went over them again with subtle highlights and shadows to create a sense of depth.  I would have also liked to have had ornate detail on the quiver (see references post) however using a mouse for this would have been an impossible task for me so I had to leave it plain and boring.

As for the character itself...  I feel like a lot of the "boyishness" from the silhouette iterations is lost here.  I should have pushed the blocky shape a lot more and thinned out the character's face less.  Furthermore even though I was trying to push Bob Rafei's style of proportions, the hands feel a bit too big and the arms look a bit gangly.  I'm also regretting adding the neck bandanna too as I feels a bit unoriginal and boring.   I do however feel like the colour scheme successfully achieves the "woodsy" adventure sort of feel. 

In relation to the brief, I also feel like the sidekick compliments the character due to its similar colour scheme and the texture being not un-similiar to the hero's hair style.  I also made sure to follow the Dota 2 character art guide whilst designing him - particularly in utilising colour palettes, tonal gradients and saturation to draw interest to the main focal point (his face and hair.)  Lastly, though I am unsure of whether I really achieved a Bob Rafei like style, the influence is still reminiscent in the cartoonish design of the character in spite of lack of dramatically sharp angles, angular eyes and a blocky cel shade method of rendering.

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