Once again, it’s been awhile, but it’s just been difficult to actually sit down and push out an update. Here it is:
WordPress.com is excited to announce our newest offering: a course just for beginning bloggers where you’ll learn everything you need to know about blogging from the most trusted experts in the industry. We have helped millions of blogs get up and running, we know what works, and we want you to to know everything we know. This course provides all the fundamental skills and inspiration you need to get your blog started, an interactive community forum, and content updated annually.
It’s been forever since my last post…been a little busy with life (wife just had a baby!) but I’ve done a little sketching and painting here and there:
After the hard surface stuff, I decided to go back to redesigning Xenogears characters, moving on from Fei to Elly Van Houten, the female protagonist from the game.
As I continued in my Xenogears reboot personal project this week, I spent lots of time sketching reference material. Having completed Fei’s redesign, I thought Weltall, his gear/mech would be an interesting challenge to redesign next.
Below are just a few mechanical leg and arm studies I did to get an idea of some of the forms I would be using in my redesign:
So after a looooong loooooooooong wait, we finally got back the results of the ILM Art Department Challenge. I didn’t win one of the prizes, but I’m very proud and honored to have been one of the survivors who made it all the way to the final round (top 5.7%) of this challenge with such amazing artists!
Anywhoo, here are some of the pieces I put up for the contest:
Unfortunately in this round my schedule didn’t do me any favors with the demanding requests, so some of my other submissions for the final round weren’t my favorites, but I have included them here for completion’s sake.
Here is Fei’s Fong Wong from Xenogears’ redesign. As I said before, I tried to modernize his outfit and make it less…martial-artsy as the original game designers felt that his original outfit was out of place. I’m trying to make sure I make design changes and make all of the characters and the world itself more realistic as if it were a modern-day HD game and make sure to keep this an exercise in design and keep it out of fan-art territory.
Next up: redesigning Weltall, Fei’s gear! This will be an interesting challenge since I’m not used to designing mechs…
Here are some designs I had come up with for my Xenogears reboot/updated game. This is, in order, Fei Fong Wong, Lacan, and Kim Kasim, some of the different reincarnations of Abel, aka the Contact from the current day, 500 years ago, and 4000 years ago, respectively. I tried to base the Fei design the most on the original character from the 1998 game, giving him (a less outrageous version of) the same hairstyle and the same color scheme. Based on some developer interviews from the time, they meant to change his outfit from the martial arts uniform and it felt out of place, so I gave him a more simple, modern outfit. Also in those same interviews, they mentioned that Lacan was supposed to have a different outfit altogether, so I gave him a slightly different but still recognizable hairstyle and more historically East Asian clothing.
Below are some more clothing sketches and studies, some were to help me with Kim’s clothing and others are my way of absorbing ideas for Elly’s Gebler/Solaris military uniform.
So since last week I’ve continued in my clothing sketches….
Also, I’ve begun working on reimagining Xenogears (one of my favorite RPGs from back in the day) as a modern day HD IP. They are remaking everything else, so why not? But instead of just making fan art, I want to actually turn this into a design project, completely reinventing the designs, especially of characters, while keeping the feel/essence of the original. Something kind of like the 2007 Transformers movie attempted to do. Say what you will about the movies, but I thought the updated designs were pretty cool. Some of the designs that looked fine in the old anime/PS1 graphics might look pretty crazy in an HD remake, so that will play a factor as well.
Here’s another long-awaited update…once again I’ve been super busy for awhile working on the final round of the Artstation/ILM challenge (yes I made it to the final round) and now I await the judgement of the ILM masters. Not a lot of free time to create on my own or to sleep for that matter, so that would explain the lack of updates…
Anyway, I’m back baby! below are some more studies I’ve done to get back in the swing of things. Hopefully I’ll be back next week with more personal stuff!
So once again I’ve been busy working on the ILM Art Department Challenge (link), this time I’ve been working on round two, “The Ride.” Of course, I’m still not allowed to share anything with the world until the whole contest is over, but wish me luck in getting to the final round of competition (we won’t get notified until Friday, the 8th)!
So, in between, I’ve done some more of Bobby Chiu’s Drawing Excercises (link) to practice visualizing and drawing men’s heads without reference:
Also, I completed another Skyfall film study:
Sooooo it’s been a few weeks since I’ve posted, mainly because I’ve been really busy, either participating in round one of the ILM Art Department Challenge on Artstation.com (I made it to round 2, woohoo!) and I can’t post anything from it until the entire competition is finished, taking some time to clean up the story behind my personal IP (thinking….writing), or family obligations. Anyway, here’s some of what I’ve been up to the last week:
Some film/cinematography studies of two of my favorite directed movies:
The Dark Knight
As well as some simple value studies of the same movies:
Finally here are a few sketches of some Corvettes based on lessons in Scott Robertson’s “How To Draw” book: