Judith is a young woman, who is still adjusting to the wasteland. In the time between the love of her life was taken from her. Shes built up her knowlage and skills to survive in this harsh world. Leading to a keep knowlage of steam mechanics and engineering. But also a little bit of combate along the way.
- Age - 23
- Height: 5'2”
- Gen: Female
- Eye: green
- Hair: Brown
- Blood type: A
Where the fun begins
To begin the Design Process, I needed to find and create a Stylistic references board, to help in the creative process. I investigated a vast array of styles and moods and I felt a cartoony anime art style combined a steam punk theme. Would be the best match for my skills and the character’s expression.
In order to design the character, I started from the basics. I knew based on Judith’s personality and world she lives in; she would be a mesomorph body shape. When I read the story, I imagined a woman, young, miss guided, confused, but determined. So, I started there.
I used a lot of theory from Solomon Asch, who in 1946 established a paper on “Forming Impressions of Personality”. And how different trait adjectives form a views or readers understanding of a character. in a way forming a basis (Asch, S. E. 1946). I used these studdies to help design the way the model will describe the chracter
But this lead to a design i wasn't happy with, and design block. So i left it for a bit and started from scratch.
Let’s try that again!
This time around, I looked into shape theory and how it communicates emotions. I used this example below and refenced article to give insight into how to design the new character.
"One more factor which can make your designs more appealing and attractive is using the size relationships in your character. The road to good design is often paved with different in size shapes, combined in an interesting and unpredictable way."(Nikolaeva. 2017)
After going back to the drawing board, I designed the new character around 3 shapes, mostly 2 triangles to form the main body. Giving it a classic, but distinct look. I decided to make the upper torso smaller than the legs, to add a feeling of power to the legs. This helps to give that mesomorph design to the character, as well as helps the silhouette stand out.
In the process to model the character, I realised the best approach was to model the character as if it was inside a retro Video game. Given their low polly counts. Therefor I found a collection of refences to aid me in this process.
(A+Start, 2019, Jun 22)
To help with the modelling process, I gained a lot of knowledge thought looking at older models from PS1, N64 games. This video was the most helpful, showing the tricks and tips that modelers used in designing these low poly models.
Time for paint
With this final stage, I developed another moodboard to get an understanding of how anime art styles have been achieved using a low poly mesh. Most, use a low amount of detail, with major colour contrasts and linework to add depth and detail.