Monday, 11 April 2011

Speedpaint #5: Rock solid.


Based off my favourite champion in League Of Legends: Malphite. He's a big rocky unstoppable force however in the game he is upright, standing on two legs.
I put him more into the form of a Gorilla due to the way he plays in game, a sort of juggernaut that knocks everyone into the air while also slamming the ground dishing out damage to everyone around him. Figured a Gorilla physique would suit him more.

As for the green and excess foliage I'm really not sure. Went overboard on it aiming to just cover the background and insert him into something so he wasn't floating aimlessley.

I'm number 4.


Monk, Golden Monk. I guess. Jotted down a quick pose and seemed happy enough with it to proceed, the pose being a fighting stance I figured a monk would be a really simple progression onto this given they're largely bald and dont wear a lot.
Basic pallette using warm colours on the body mostly around orange with a blue background to make it pop. Hopefully.
Next one I might try using 100% opacity on colours for the overlay and see where that goes.

#3



The design is vaguley based off something that's been floating around in my head for a while. In RPG games the mages and wizards always go around in a lovely dress and a jaunty hat. So I decided to go against this and give him trousers, opting for a sort of Edwardian style to the clothing with dull browns and a waist coat. Though this waistcoat is meant to look like leather.
Added some belt straps to the arms to break up some of the white shirt. Arm guards and knee-high boots to hopefully show some degree of combat readiness and finally playing with the idea of a robe by changing it to that long tail bit at the back which I've not the foggiest as to what it's called.

So really my intention was to design a mage character that looked different yet still credible as such. The fireball was just to seal the deal.

As for technique. Started on black and white finding marking out the character and then finding value to later using an overlay to add colour on.
The form seems a little off on the right shoulder, a bit rigid, and the feet are naturally wierd as I've yet to get them right. On top of that the left hand seems a tad large and the face is pretty aweful, though I didnt spend much time on it. Little bland with no detail. I should be more adventurous in paintings. Especially digital seeing as you have many ways to recover lost work whereas in traditional it's quite laborious.

Saturday, 9 April 2011

First environment speedpaint with a little reflection.

Just a short post with todays speedpaint.


Attempted an environment. The fundamental problem here was a lack of planning, I just went straight into it (sort of the point with speedpainting) however I drew a nice sillhouette initially with the right side holding some interest however I failed hard on filling the majority of this piece, opting for a row of crap houses and a broken bridge. Yes, that's a bridge.
With the textures on the right on the road I wanted to make it look grungy, a bit wet as well as to give some noise to the rubble there however it ended up looking more like a rush of dirty water.

The method I used for this was the same I used for the character; I'm under the impression that a different work flow should be formed for environments.

A speedpaint a day keeps the exam board at bay.

Alright, so my new years resolution was to do a variety of things every day. That flopped of course so now I've decided upon something new. Instead of cramming a heap of work ontop of me I've decided to keep it simple: One Speedpaint every day (excluding holidays due to no comp).
Naturally, on top of this I can do extra just this is a way for me to definetly get something done as I'll be posting them all up here, every day. Possibly every few days in bulk to save on space.

The reason for this, other than to get be more productive, is because I'm not very good at painting. I have an alright understanding of how to start painting but after the initial construction phase when colour gets introduced I get a little confused, with very little knowledge of how to push it forward. Therefore by doing at least one speedpaint a day, I hope to push it here and there by simply practicing. If this goes well I may well add one traditional piece, be it acrylic, watercolour or merely pencil with 3D models even farther after that.

Consiquently this will further my blog, so I hope to have a steady workflow across the board soon enough. The reason I'm starting at a seemingly lazy one speedpaint a day approach is because of motivation. I'm not that good at 3D and 2D so by forcing myself to do more of both it becomes quite disheartening. So by starting with 2D, which I'm more confident with (also what I really want as a job) I hope to get more into the workflow adding more on little by little.

The bonuses of starting with speedpaints as appose to traditional medium is that I get to learn the software that would also benefit my 3D texturing, something that needs a lot of work.

So, for starters: My reef character, although the design is different in regards to armor the head, which is my focal point of this creature, is the same. 

This was more about practicing in photoshop, using the different layers and playing around with brush settings than an actual finished piece. Pretty much what the whole point of these speedpaints are for me.
The idea was to give the impression of this creature bursting out of the waves. Given that the water is all dull and grey it should say that this isn't in some exotic island, moreso some dreary harbor town in some far off eastern european shore. I saw a film called Dagon a while back, crap film however it was based on H.P Lovecraft's novels. Despite not reading the books this entire project was based around creating something inspired by that.

Wednesday, 6 April 2011

Amnesia: The Dark Descent. (or crux of any self-respecting main character's starting story, though I guess that's a little long for a title... sort of like this.)

 
 Awakening to the walls of a cold and harsh castle, you stumble forward precariously, unsure what to expect; with only distant screams to assure you that it is far from friendly.

You are Daniel, a forgetful sort (possibly due to his amnesia, I dunno) who, only moments after coming to, reads a letter that was addressed to him... by himself.
You see, the then Daniel drank a potion that gave himself Amnesia, to forget something horrible, yet wrote instructions on how to proceed upon this letter: “Kill Alexander...” Alexander being the Baron that owns yonder dark and creepy castle.

So the new Daniel decides that he obviously has nothing better to do and so proceeds through yonder dark and creepy castle where the probability of dismemberment is a safe and steady 60%. Marvelous.
Of course, that's only if you care about the reasoning behind such madness; as to why you wouldn't simply turn around after the first wall lovingly splattered with hopes and dreams is beyond me.

Any-who, that's the start-up and general story: Waltz through creepy castle and kill the Baron. The only thing between you and that are the natives; and they're an unsavoury lot I tell you now. Although they only seem to appear after you've completed a puzzle or picked up a special item and so become quite predictable. Punctual even.


What separates this from your run-of-the-mill survival horror are two things: Firstly, you cannot attack anything; your only options are to either run, sit in a corner and hope for the best or the balls-out bring it on motherfucker I don't need no weapons approach. I wouldn't advise the latter. 
Agitated resident

The other thing is that unlike other horror games, where zombies and other questionable members of society are around every corner waiting for you with the patience of a saint, Amnesia spreads them out so you never really know when a monster will appear; other than when stated earlier in regards to picking up a specific item or completing a puzzle.


Inventory
On top of that you don't have a health bar, or any HUD for that matter. What you do have are two measurements of respective conditions, those being your health and sanity. The health one is obvious and in itself nothing new: you get hit, you take damage; you take enough damage, you die. Just with this game they give you a diagnostic. Hmmm, just a few cuts and bruises.
They then employ this for your sanity, this is a double edged sword; you see, your sanity drains when you're in darkness or if you look at a monster. What keeps it straight is staying in light (you have a lantern and can light candles placed throughout levels using a limited surplus of tinder) and completing tasks. I assume that takes his mind off the fact he's being hounded by Sloth from the Goonies. 
Simple, right? Not so, as you see when a monster is ready to make a meal of you, you need to hide; and nothing says hiding like lighting your ass up like a christmas tree does it? So you're forced to hide in darkness, slowly going mad while having some inbred prick breathing down your neck as you wait for him to get on his bike and fuck off.

Hey you guys!
All that said, I never had a real problem with sanity, the screen went blurry a lot and he started chatting to himself about stuff, but who doesn't?... huh? My point is that it never became a serious problem.

Not that I can really complain about this game, I mean it was mostly created by a team of five people, there are some mainstream games that aren't as good as this for fuck's sake! That should say a lot really. So as far as that goes this game is actually damn impressive; the graphics are next-gen with decent lighting and shadows. Really couldn't ask for more in regards to visual style. However I will say the models for the monsters seem less scary once you've seen them upclose, which ironically is when they should be most scary.

Sounds are a big part of this game as well. Not so much in the sense of being quiet to remain hidden but in the sense to give you the willies: screams, creaks, footsteps and of course, music getting louder and more intense going up to the YOU'RE FUCKED melody all serve to shit you up good and proper. Again however, the predictability of monsters popping out to say hello somewhat makes the jumpy sounds a little redundant as nine times out of ten, it won't actually be a monster. So, chill out, take it easy and practice that surprised face for when it actually turns out to be a monster.

From start to finish the game lasts about six hours, pretty dire but what do you expect from an indy game costs less than a second hand T-shirt? ...not that I'd know how much they cost.
As I said before, some maintstream games don't even touch this game, even in terms of length *cough* Force Unleashed 2 *cough* so you're really getting your monies worth.

For the first time in ages, I've not regretted parting with my money for a game.

Monday, 28 March 2011

Characters

Characters are generally meant to evoke emotions in you so to feel a response to said character. For example, a bad character is usually a complete prick. This is simple, why would you like him? It makes disliking the bad guy and defining who is the bad guy easier. However sometimes, bad guys are actually quite likeable. Take Mr Wonderful from the book Mogworld (Yahtzee Crashaw): He's evil, he wants nothing more then to kill people in bloody and gruesome ways, he loves torture and drawing out pain. Horrible basis, why would you like this character? First of all, he's called Mr Wonderful, you have to like that. On top of that he's cynical, ironic and has a satire humour to him. I should mention this book is a comedy, this particular character made it so much more enjoyable.


Kel'Thuzad, Warcraft 3 - Prince Nuada, Hellboy 2 - Ruber, Quest for Camelot

Hero and saviour of the world,  Tirion Fordring
Strange how that works; liking the bad guy even when, in this case, he's a mass murdering pyschopath. Then there's the flip opposite; the knights in shining armour type characters. The kind that shout justice and honour every chance they get, the sort of chosen ones with the gods on their side who always get the girl and it all works out for them in a lovely happy ending. I find these kinds of characters somewhat repulsive. They're without flaw, aside from the usual bad childhood crap like, oh I dunno, they were an orphan, or their daddy is the bad guy etc.
These are the characters you're meant to like and chant on from the sidelines. Having to play as these guys puts me off games.


A game that almost did this but pulled it off well is Mass Effect. I put off playing this game as it just seemed like another: 'Hoo-rah soldier, America saves the day.' sort of storyline with some curvy women chucked in for good measure... that's not to say it isn't.
When I got around to playing it I was pleasantly surprised that at the beginning of the game you get to choose John Shephard's background. Of course, you can go for the clichéd hero with a troubled past or, you could go the more adventurous route and take a ruthless bastard who grew up on starships. Ruthless does not directly translate to evil, just less... savoury. This instantly made me curse myself for not playing it sooner.

I seem to have a warped view on what a good character is to me. I loathe the clean boots, do it by the book style heroes, the ones I'm supposed to like, and yet prefer the ones who I'm meant to dislike; to an extent. I don't like the moronic bad guys, the kind that assume a couple henchman will finish the protagonist off while they retreat to practice their surprised face. Like these bunch of dipshits.


The Lich King, World of Warcraft - Megatron, Transformers - Skeletor, Heman

Though that's more to do with poor script-writing. So tired of seeing the same clichés over and over again. When will I get to play as a truly bad person in a dark and tragic storyline?

Garrett

To expand on script-writing; this can make or break characters. They could have all the write ingredients yet if the script is poor and inconsistent, they'll just be another character. An example of a well done character with a decent script would be Garrett from the Thief series of games. He was the good guy but not as you know it, he was just some dude living one day at a time trying to make ends meet amidst solving some rather strange mysteries. The thing that made Garrett so great was his frequent comments throughout the levels, often sarcy – he was essentially talking to himself with just you listening in. Characters who don't talk are often unrelatable and pretty bland characters.




Take Gordan Freeman for example. I feel I should really like this guy, the Freeman, he doesnt talk and looks like a bit of a geek, which is unique. I like him as far as that goes however it stops there due to him never saying a word. How can you relate to this guy who does nothing but swing a crowbar with repetitious monotony? Still, he gets points for being different.

This brings me to voice acting. In books there are no voices so you have to make it up in your head, I'm a little slow with such complex exercises so generally all the characters sound the same. This doesn't necessarily ruin it for me. However in games a good voice actor can really inspire appreciation for a character whereas a bad voice can completely ruin it. A few examples of good voice acting:
Several of the voices from Fable 3: A lot of the voices in this game were done by well known actors such as Simon Pegg, Stephen Fry and Michael Fassbender. Getting professional talent for your voices, though not essential, really helps it a long. The prince (you) however, has a terrible voice that doesn't fit. Your brother isn't really that posh, yet you are, very. Add that onto your everyday role of slicing and dicing, burning and looting and it seems to disintegrate the image somewhat.

Another good example would be Martin Septim from The Elder Scrolls: Oblivion, played by Sean Bean. You can tell he put a lot of effort into bringing across emotion into this character. Game Director at Bethesda, Todd Howard, stated that Sean Bean "didn't get enough credit for his role as Martin." With which I strongly agree.

Some links to examples of what I find to be good voice acting:
Shade of Aran, World of Warcraft - http://www.youtube.com/watch?v=XZbBHr92SRQ
Various voices, Transformers (2007) http://www.youtube.com/watch?v=aJKGAZO4beI

Adding star status into your games always seems to be a winner. Ron Perlman, Liam Neeson and Patrick Stewart for just a few examples of this. It's nice to see more and more actors lending their voices to games, it shows that this industry is really going somewhere and being accepted.

Voices, however are not the be all and end all, despite the power to absolutely destroy a character with poor voice acting, or possibly cause them to become pop-culture icons because of it like Barry from Resident Evil or Dante from the first Devil May Cry.

Barry
http://www.youtube.com/watch?v=ZE5iFapm-Ys 
Dante
http://www.youtube.com/watch?v=obPYsLZwhxE

Stop laughing; I am evil!
Aside from voices the biggest part, with first impressions riding on it, are appearances. As I stated at the beginning, I loathe knights in shining armor. So for me, to see that typical guy in full plate with golden trim, mighty steed and heaven forbid, wings, causes me want to shit myself with woe. Poor character design can really cripple a characters persona like Venger from the old Dungeons and Dragons cartoon series; He's bad, but could you really take that guy seriously? He's got one bent horn thing sticking out of his head that seems to have a bit of a growth issue on the back. On top of that he's goofy and wears a dress.