I share your concerns, Perseus and Wrkncacnter. Unfortunately, I couldn't draw a decent person to save my life, and Radix is the one who volunteered.
This particular term does look more out of place than the last one. For all of Radix's art, I have wound up having to darken the characters so they don't pop out of the background, but dealing with the blonde was a lot harder to do. For comparison, here's our ill-fated airlock technician:
That last one looks the best and least out of place by far.
SPOILERS M1R Story Development Thread
- Wrkncacnter
- Vidmaster
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You could call it the Marathon 1 Book Presentation.
- General Tacticus
- Cyborg
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For what it's worth regarding the terminal pics:
I've always felt that M1 was pretty heavily influenced by (among other things) the late 80's manga style when it came to some aspects of character art (especially pose and movement). I'm pretty sure they mentioned this in an interview when talking about Reg Dojour's work on the game.
Speaking as one with very little experience making 2d art (let alone of people), the pointers that come to mind for making this style fit in well with the rest of the game are:
-have the chin/jaw area a bit more rounded or squared.
-maybe define the more round aspects of the nose when viewed from various angles
-the way you portray cloth works very well, make sure to take advantage of that
-bob jumpsuits could have pockets or pouches for tools and stuff depending on their job, plus straps to adjust their fitting
-look into ways to portray general scruffiness and wear
Of course since all aesthetics are to a large extent subjective, individual milage may vary.
I've always felt that M1 was pretty heavily influenced by (among other things) the late 80's manga style when it came to some aspects of character art (especially pose and movement). I'm pretty sure they mentioned this in an interview when talking about Reg Dojour's work on the game.
Speaking as one with very little experience making 2d art (let alone of people), the pointers that come to mind for making this style fit in well with the rest of the game are:
-have the chin/jaw area a bit more rounded or squared.
-maybe define the more round aspects of the nose when viewed from various angles
-the way you portray cloth works very well, make sure to take advantage of that
-bob jumpsuits could have pockets or pouches for tools and stuff depending on their job, plus straps to adjust their fitting
-look into ways to portray general scruffiness and wear
Of course since all aesthetics are to a large extent subjective, individual milage may vary.
Look, a 3d scenery plugin: http://simplici7y.com/items/3d-scenery-for-m1
Look, an M1 Weapon plugin: http://simplici7y.com/items/tacticus-m1-weapons-redux-2
Look, an M1 Weapon plugin: http://simplici7y.com/items/tacticus-m1-weapons-redux-2
- ravenshining
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Excellent points, Tacticus. Radix would you be willing to revisit the bloody BoB with these suggestions in mind?
I may not be able to reply consistently over the next week due to Pascha
I may not be able to reply consistently over the next week due to Pascha
- General-RADIX
- Cyborg
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I can try! (After I rest my arm from drawing other things earlier)ravenshining wrote:Excellent points, Tacticus. Radix would you be willing to revisit the bloody BoB with these suggestions in mind?
welcome to the scene of the crash
This is true. The person who did the original art for the Marathon Alpha mentioned that Bungie decided to go from a slightly more realistic art style and go with a more anime style because that's what was popular at the time.General Tacticus wrote:I've always felt that M1 was pretty heavily influenced by (among other things) the late 80's manga style when it came to some aspects of character art (especially pose and movement). I'm pretty sure they mentioned this in an interview when talking about Reg Dojour's work on the game.
- ravenshining
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I'm back.
While perusing the Story page yesterday, I came across this little gem:This may help form a basis for both the prolouge level, and the Tycho levels. I was planning on having you taking up an artifact to the Marathon, but it may just as well be that you're going up to take a look at one already excavated. Why not just beam over- surely the colony has jump pads? Perhaps the human teleportation technology has a limited range? Or maybe you're bringing up another piece of the puzzle... At any rate, this makes a good hook for Tycho to send you into the ruins if you've done a good job of beating down the Pfhor and saving the humans.
While perusing the Story page yesterday, I came across this little gem:
Spoiler:
- General-RADIX
- Cyborg
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Ooh, nice! Wonder if the best ending path would involve preventing MIDA from getting their mitts on that artifact, after their attempt to raid the ruins is thwarted.
(Also--the reason I couldn't run v0.0.7 was because a plugin was interfering with stuff, not the scenario itself)
(Also--the reason I couldn't run v0.0.7 was because a plugin was interfering with stuff, not the scenario itself)
welcome to the scene of the crash
- ravenshining
- Vidmaster
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Radix sent me a slight revision to the bloody BoB while I was away, with a better jawline and nose. I further fiddled with the nose and beard, added some shading & static, here it is terminalified:
Then I had an idea... Radix previously sent me some abstract term art, like this:
Such could be used as an overlay for video feeds:
- PerseusSpartacus
- Mjolnir Mark IV
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Nice! Looking much better already, I think - those tweaks definitely helped, and I think having the overlay looks pretty neat.