The image below shows a few of the poses I made
during the early “round robin” stage of our character exploration. One or two are poses taken from cinematic I worked on. Usually the animation team would have a list of “states” needed for the characters and it would
be up to us to make these as cool and functional as we could. There was a lot of back and forth between animation, concept, and modeling to really nail the physical form of each character. Specificity in the look for each character was a top priority. The
animation team would sit down as a group to make as many poses for a given
character as we could think of. We’d usually do this in a morning posing
session. We’d put all the poses side by side and pick the strongest ones,
or combine ideas between poses to arrive at something iconic. These poses
had to be resolved early on because so much animation work gets influenced by
them.
I had a blast exploring the plethora of alien personalities, and body types that make up our game.
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