Tuesday, 9 February 2010

Character Designs

I have started coming up with different designs for what the main character will look like for my animation. I started off by brainstorming ideas for the shape of the character.























I started sketching up different types of body, seeing which one would best fit for the storyline that is pondering around in my head. I started of thinking about a strong broad man, as it would give a strong body influence and be very striking.

I then looked at a tall skinny man, which would be very very slim, and have very boney posture. The first idea was short and stubby man with very wide arms and legs.Just from the sketches I started thinking about how the character would act, how he would look facially and how I could best betray with my 3d Skills.



I reached the conclusion to to tie two of my ideas together, and design a middle height chubby man with a very stumpy posture but still has quite broad shoulders. To give him a strong build to carry all that extra weight.

I also started looking at the cloths he would be wearing, what are the typical signs of slobby men? I thought about bad cloths, that are all stained and do not fit properly. He would probably have really old and bad colored coordinated clothes. I found some images on Google, that show the real human version of my some what cartoon character.





























Above is my rough sketch of the character that I am going to create, I prefer drawing sketches to get the ideas from my head onto the paper. I wrote down all the specific criteria for the parts of the body. Obviously it will look slightly different when modeling and is not set in stone, but it is good to have an idea of the character design in my head.

Face Designs

I left out the facial design as I wanted to spend more time on the face as its a crucial and major part for this module. I started mocking up designs based on the body type, so he had to have a large bold head with hardly any hair (signs of going bold).

A rather large nose and quite a droopy skinned face, and chubby cheeks. I wanted to make a large surface area that would allow a decent amount of polygons to allow for better facial movement when animated.

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