Friday, 12 December 2014

Antagonist Development

To begin my development on my Antagonist, I started off creating some quick silhouettes of how I had so far envisioned my character. Again I looked back at antagonists I had researched and consider what I'd found and tried to implement some of that into my own designs. 



Here I took my favourite silhouette further and added a little more detail.


I then looked closer at the head of my character and played around with a few shapes and ideas. After receiving some feed back I settled on 3, as I feel it was the strongest shape and quickly identifiable as a silhouette. 
I also really liked the fact it doesn't have eyes which I think adds to the creepy-ness of the character which is exactly what I was after!


I then came back to the full body and chose two of my favourite designs from my previous sheets, filling them in tonally made me see them more clearly and helped my to chose which design worked best. 


I stuck with the top design and then went on to try out different colour schemes. I tried to implement the way in which they select colours for their characters in Dota 2. Starting off with picking a primary colour which you think best represents the character, then select and secondary and territory colour by using split complimentary colours. I may have edited this way of doing it a little but it helped a lot, as when choosing a colour scheme for a character (or anything) I think it can either be the downfall or what brings the piece to life!  


I went for the bottom right colour scheme, then I redrew the character, editing him again slightly (gave him trousers, as a few people said he reminded them of Walter White from Breaking Bad). I used very highly saturated colours for this little experiment which as you can see, looks pretty shocking but I began mixing from the original palette to create colours a little easier on the eyes. Which I think will work a lot better for my character. 


I then created some quick silhouettes for the weapon my character is going to be carrying. I wanted to design a new weapon, to fit with the characters style. I wanted it to look scary, big, heavy and dangerous!


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