Well, my last post ended rather abruptly, but it was late and well... do you really need an explanation? No? Good, moving on. Today was a pretty productive day. I expected it to suck because my PSP was low on battery and I left my charger at home. No music + nothing to do during the lecture = blow my brains out now.
So as I sat down, ready to pop the cyanide pill into my mouth and perhaps get out of the lecture via ambulance. I took out my drawing pad (my last refuge) and started scribbling more pictures of Sató Haruka. I wasn't exactly happy with my stylized drawings in the last post, so when I decided to try a new concept out I found it worked great. After that I scribbled more and I can say with satisfaction that I'm ready design and style wise.
So thank you, great American fashion hero lecturer. Thank you for forcing me so deep into boredom that I did something productive! Seriously though, it was pretty boring. But the optomistic thing would be to try relate it to games (or character) design. I guess the easy connection is characters wear clothes (though some don't wear many), so in a way, relating the clothes to the personality is important. Especially if you're trying to sell a persona in a picture.
Ugh, I hate getting side tracked. It's worse when you get side tracked in text, cause not only is it a waste of time to read but it's a waste of time to write... Crap, I'm doing it again. Yet, here I am, not pressing backspace. So, that Haruka person. I wrote about her history and personality, but to go a bit more into her character. As you know (or not), Haruka carries around the bodies and souls of people around with her. This is represented in the form of a large backpack that no one can really see. Let's get on with the sketches. Oh yeah, ignore the filenames, Steve named them *coughbastardcough*
This was the first set of sketches I did for Haruka, before the digital sketches. I know the time line is messed up, but whatever.
After the face, I did some rough costumes (can you see my general process? Face > body type/costume > refine etc). I also messed with proportions a little, since the stylized one would be a different size and even look a different age.
(These outfits came after the digital ones, this is pretty much where I settled down with a modern look, although I think a futuristic twist would have been interesting. But then the bag would need to be futuristic and I doubt that would look good.)
After that, I decided to work out the details of the bag. The pictures of the clothes are the final (or what I think is final) designs for Haruka. The bag with the face is for the stylized Haruka. Since Haruka can't see the bag's evilness(?!) until it attacks. So it kind of hangs onto Haruka by wrapping it's arms around her and holding onto itself, pulling faces every now and again. This bag concept is meant to be more physical than the realistic Haruka. In that way the player can hope to beat up the bag and free Haruka from wandering aimlessly. Realistic Haruka's bag is more hidden and... metaphorical? You can't attack it or directly interact with it, it just sort of represents her grief and burden. I wanted players to see the chains attached to the souls, and the faces of anguish that kind of run across the bag's surface. There's also a lot of blood and (?!) at the bottom of the bag, so when Haruka walks she leaves a trail of blood akin to a snail (which is another influence, which also influenced the spiral look).
This is when I start the new style for Haruka. It looks a lot different than the other drawings, which was great for me. I managed to draw all 3 styles I wanted on the same page, as well as another feel pic for the previous Haruka style. I just wanted to draw Haruka and the bag, perhaps after she's seen what it really is?
Well, that's all I got for Haruka's concept for now. Now it's just working on Haruka's 3D model. Expect a lot of bitching when I get to do real Maya work. Oh Maya, I love to hate to love you.