If we are able to fit everything we want in a standard map and/or if they increase the file size limit I hope to not need to resort to going premium. At this point the only case I'd like to go premium is if it offers a larger map size that would allow us to add more content and higher resolution textures and models.
The Wired for Blood team thought it would be a great idea to publicly showcase the creative process of hero creation from the drafting stage where it begins as an idea to the ass-beating stage where it's fully implemented into the game with all of its bells and whistles. We hope these demonstrations will serve as inspiration and a learning platform for aspiring concept artists and 3D artists.
Every day or so we will be posting our progress on the model, listening to any suggestions you have and answering any questions you may have. Feel free to give feedback or ask questions!
About the Modeler
The modeler working on the concept art and models we'll be posting in this thread is currently our primary Concept Artist and 3D Artist, crazyfingers. He also helps with other creative and brainstorming processes.
Summoning the Sorceress
Currently we have planned four archetypes: Str Melee, Agi Melee, Ranged and Caster. We have chosen to complete the Caster first.
1. Brainstorming/Design
The first step of our process is to figure out what type of character we will be building. Is she male or female? What sorts of skills and weapons will she use? What is her backstory? What makes her unique?
Since we decided on a post-apocalyptic setting featuring biological cyborg heroes, we applied those factors to the Caster. We felt the silhouette of the caster should be frail but powerful, which made it an easy decision to make her female. We felt she would be most fun if she, and all of our heroes, were dark/twisted as their primary theme and cyborg as their secondary theme.
2. Concept Art
Now that we've decided what role we want the character to play, we need to visualize her and put her to paper. This is the concept art we are currently using to model our Caster class.
We were satisfied with most of these aspects, however we wanted to make her a bit more youthful and attractive. We also wanted to think up some cool weapons she could use to trash other heroes around with. We decided we would make these changes as we iterated through her 3D Modeling stages.
3. Modeling
This is where we begin showing the modeling stages. Today is our first day working on the model and this is our current iteration.
You can see the shapes are very primitive at this point, the general silhouette of the model is being refined currently. On the right is the generic model she originated from, to illustrate the progress made across the day. The objects on her palms are basic prototypes of a unique weapon we're discussing for the Caster archetype.
Here's another shot, without the weapons or hip armor:
Updates
Every day or so we'll be making a new post here showing our next step of the creation process including texturing, modeling, animating and everything else involved in getting this concept into a working element of the game.
Feel free to post any feedback, suggestions or questions and we'll do our best to keep in contact!
@RileyStarcraft: Go
If we are able to fit everything we want in a standard map and/or if they increase the file size limit I hope to not need to resort to going premium. At this point the only case I'd like to go premium is if it offers a larger map size that would allow us to add more content and higher resolution textures and models.
Introduction
The Wired for Blood team thought it would be a great idea to publicly showcase the creative process of hero creation from the drafting stage where it begins as an idea to the ass-beating stage where it's fully implemented into the game with all of its bells and whistles. We hope these demonstrations will serve as inspiration and a learning platform for aspiring concept artists and 3D artists.
Every day or so we will be posting our progress on the model, listening to any suggestions you have and answering any questions you may have. Feel free to give feedback or ask questions!
About the Modeler
The modeler working on the concept art and models we'll be posting in this thread is currently our primary Concept Artist and 3D Artist, crazyfingers. He also helps with other creative and brainstorming processes.
Summoning the Sorceress
Currently we have planned four archetypes: Str Melee, Agi Melee, Ranged and Caster. We have chosen to complete the Caster first.
1. Brainstorming/Design
The first step of our process is to figure out what type of character we will be building. Is she male or female? What sorts of skills and weapons will she use? What is her backstory? What makes her unique?
Since we decided on a post-apocalyptic setting featuring biological cyborg heroes, we applied those factors to the Caster. We felt the silhouette of the caster should be frail but powerful, which made it an easy decision to make her female. We felt she would be most fun if she, and all of our heroes, were dark/twisted as their primary theme and cyborg as their secondary theme.
2. Concept Art
Now that we've decided what role we want the character to play, we need to visualize her and put her to paper. This is the concept art we are currently using to model our Caster class.
We were satisfied with most of these aspects, however we wanted to make her a bit more youthful and attractive. We also wanted to think up some cool weapons she could use to trash other heroes around with. We decided we would make these changes as we iterated through her 3D Modeling stages.
3. Modeling
This is where we begin showing the modeling stages. Today is our first day working on the model and this is our current iteration.
You can see the shapes are very primitive at this point, the general silhouette of the model is being refined currently. On the right is the generic model she originated from, to illustrate the progress made across the day. The objects on her palms are basic prototypes of a unique weapon we're discussing for the Caster archetype.
Here's another shot, without the weapons or hip armor:
Updates
Every day or so we'll be making a new post here showing our next step of the creation process including texturing, modeling, animating and everything else involved in getting this concept into a working element of the game.
Feel free to post any feedback, suggestions or questions and we'll do our best to keep in contact!