FROM LINEART TO REALISTIC DESIGN
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REALISTIC
PHOTO REF VIZDEV
STAGE 1 - ROUGH LINEART & GREYSCALE WASH (TO ESTABLISH READABILITY)
STAGE 2 - EXPLORE CONTRAST & CLOTHING MATERIALS
STAGE 3 - USE PHOTO REF & TEXTURES, TO ESTABLISH AND PAINT LIKENESS
(DRAG SLIDER TO REVEAL)
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GETAWAY DRIVER
STAGE1 - PRELIMINARY SKETCH & ROUGH OUTLINE
STAGE2 - SOFT AMBIENT OCCLUSION
STAGE 3 - GENERAL LIGHTING & COLOUR PASS
VIZDEV PROCESS - BATTLEFIELD HARDLINE
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3 QUARTER FRONT & BACK VIEW
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STUDIO REQUIREMENTS
WHEN OFFERING CHARACTER DESIGNS, IT MIGHT SEEM OBVIOUS THAT FOR A GAME ASSET TO BE BUILT - A FRONT AND BACK VIEW IS DESIRED
FOR A ESTABLISHED CHARACTER RIG OR MINOR NPC, CONCEPTS TEND TO BE OUTSOURCED. AS SUCH A STATIC T-POSE AND LINE DESIGN MIGHT BE USED
HOWEVER,A 3/4 FRONT & BACK VIEW, WITH A SLIGHT PERSONALITY SUGGESTED MIGHT WORK BETTER (FOR EXPERIENCED 3D ARTISTS)
REALISITIC PAINTING ON 3D BASE
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SCI-FI FEMALE CHARACTER
Consider a basic unclothed character rig - Some clients may have specific proportions intended
Repose and sketch clothing outlines (consider marvelous design circa 2018)
Paint in flat washes, add main lighting and side rim lighting & cast shadows (to ground the design)