Characters (part 1)
By Rodrigo Roesler
April 22, 2013 - 11:31 am
Behind the Scenes, Development, Games, Graphics
If I was someone who knows how to draw, I could look at something and put it on paper. Ok, I know it’s not that easy. It requires points of reference, models, a lot of practice and so on. Even so, I am not that person.
This makes it really difficult to draw the hard stuff, like the human body. I wish I could get one of those little wooden dolls, position it the way I want it and copy it. But I need something more exact to start from.
Then there are programmers, and when programmers find a roadblock we sit down and code a solution. Once again, not that simple. But it helps.
That’s how this little tool came to be – and believe me, it was tricky. Say hello to the virtual wooden doll:
So, what does it do? Well, mainly the same as that other tool. It creates models for people, using the same perspective as the scenes. After all the variables are set up, it prints a page like this one:
It is intended to generate the main positions for a character, but I’m not doing it right now – I’m mainly creating some random poses to some random characters so I can test it. So, after this is printed, we can start some concept art. For instance, here’s David Green:
No, I don’t like it either. I don’t know why, but this guy was created with a common face that’s simply bland. If (some day) we get to work on Trapped again, this will have to be solved. But right now, it’s not a concern. Let’s move on.
And here’s a ghost/zombie:
And, finally, this is Betsy:
Next steps are to “ink” these drawings, much in the same way as the scenes. This is what the next post will be about.
Anyway, as a side note – before deciding to create the tool I researched a lot for free, simple ways to get the same kind of results in the Internet. No luck – there are some good references, but I really needed a tool. So when this one is over, after we enable animations, we’ll upload it here and leave it free for use to anyone who has the same issues.
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