Monday, 3 March 2014
Taking the Mech Route
In-keeping somewhat with the vehicle approach, we came to the decision to create a Mech shooter. This seemed to make sense based on our modelling and animation abilities. Hard surface modelling will hopefully prove easier than organic modelling, and the animations can be more clunky and rigid. The first idea we considered was re-serviced agricultural mechs:
I used old farming equipment as reference, as we also wanted a vintage 19440s/50s approach. I began with a preliminary sketch:
The poor quality of the scan meant I couldn't really use the sketch as line art in photoshop, so based on the sketch, I worked entirely in photoshop on a colour piece:
The key problem I had with this design, was the forms with the legs. They look chunky an illegible; How would the move? This is something I will be focusing on much more throughout the project. I have been creating lots of Environments and loose speed paintings, whereas with this game project I will have to return to the technical aspects of concept art, creating detailed turnarounds. I will need to think in 3D, and consider real-life mechanics. Scott Robertson discusses this in one of his videos:
He discusses thinking about turning joints and pistons, and using real-life engineering as reference. Boston Dynamics build interesting robots, great for referencing.
Moving on from the agricultural farming Mechs, we began discussing the possibility of World War era tank Mechs. I responded to this:
This was a very loose silhouette driven concept, keeping the detail very toned down with the exception of key areas like the upper torso and chrome gun:
On reflection this piece is too organic and futuristic, whereas we need something more rigid and clunky. It's great to work externally, whilst still having the means of contacting the group and sharing development work. Although face time is more limited, we are constantly moving forward with the project via the web.