Monday, January 7, 2013
Zombie Office Workers
Here's some zombies that I have been working on for a current project. I pictured quite a few variations, but this is the basic pair. Had to be careful not to overdo the injuries - wanted to make it seem like they have only recently been zombi-fied.
The next stage is for these to be sculpted in ZBrush.
Thursday, December 13, 2012
Cop and Thug and more Character Heads
Heres the last of the digital painting concepts I worked on for the Cyberpunk game idea. There's a few more different variations of the cop and thug in my portfolio.
Here's a few more heads like those I posted a while back. Getting to like this format, maybe I'll do something similiar with the next thing I'm working on.
Project Terminated
Pretty much out of time for this project as I have got other priorities right now. So consider this an image dump. Maybe I will come back to this later, got to take care of the paying jobs first
Thursday, November 29, 2012
Greyscale Photoshop Concepts
A Few greyscale concepts I have been working on in Photoshop. Struggled a bit to keep the policeman identifiable and yet have him seem a little futuristic.
I can imagine this guy would be a pain to model - so much easier just to have him wear a high vis poncho. I intended this character to have some kind of stun gun, but I suppose I just got carried away.
I gave the generic thug a similar treatment, but there's a few areas I want to resolve before I post him.
A few of the heads I sketched out a few days ago - trying to get a feel for the amount of variation and character I can get into the more common types in the game.
Leaving the colour out really lets me get to grips with the form, but at some point I will be trying out a few different colour combinations to see what will work best.
I gave the generic thug a similar treatment, but there's a few areas I want to resolve before I post him.
A few of the heads I sketched out a few days ago - trying to get a feel for the amount of variation and character I can get into the more common types in the game.
Leaving the colour out really lets me get to grips with the form, but at some point I will be trying out a few different colour combinations to see what will work best.
Wednesday, November 21, 2012
Beat Cop
I've noticed that there's a definite bias against cars with visible wheelwells in science fiction works. Well here's my response
Detective Inspector Bilgewater
Another character idea. A no nonsense detective assigned to the Metropolitan Police Cyberpsycho department. Doesn't hunt replicants.
Thursday, November 1, 2012
Cyberpunk Soho Environment and NPCs
Another, more detailed view of the alley environment. I pictured this as back doors and garages of some low-rent shops and fastfood joints on a main road. Maybe there is access to apartments above these businesses. The area will likely be littered with fast food containers and heavily graffitied.
None of these doors will be accessible and its likely that this backdrop will fill the screen in the game - there won't be any room for sky.
Few more character sketches - I like the idea of NPCs who could give the player clues, and help them solve puzzles within the game.
Not sure how well this fits with the horizontal beat-em-up genre. Probably not too well
None of these doors will be accessible and its likely that this backdrop will fill the screen in the game - there won't be any room for sky.
Few more character sketches - I like the idea of NPCs who could give the player clues, and help them solve puzzles within the game.
Not sure how well this fits with the horizontal beat-em-up genre. Probably not too well
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