To my amazement, (and thankfulness, as I didn't teach one class) the whole of last year was miraculously filled back to back, with nothing but big projects, and I rode the awesome wave, just hoping that all that other opportunity didnae stick me hand in warm water while I was sleeping! Opportunity is tricky that way. =)
On finishing any big project, it's remarkably easy to kick back, become one with the closest comfy chair and watch period detective series' for hours.. or weeks.. But as any freelancer will tell you, the time you can take to rest on your accomplishments is usually no time at all. While you were working quite diligently on the biggest looming deadline, the host of; meetings, promised work for friends, personal work, and all the focused self-promo to carve your way into the next big project, sit smoldering there in the corner, bent up and in states of neglect.
|The Warden in all her 3D modeled|
and action packed glory, not your
run of the mill tank character.
|The Warden's Bear and Ranger's Wolf. Belly tattoos, shaved knot|
work, spinal and tusky protrusions, and bands of forged armor.
I'm pretty proud of the work I did, and what seems fairly unlike a large majority of gaming studios; Dark Vale, Digital Confectioners, and Super Genius gave all Forge's concept artists the ability to show this work shortly after release, so here it comes my friends, in a three part series!
|Final Bear Modeled|
|Final Wolf Modeled|
The Ranger character began when I didn't really have a great grasp on how some of the aspects of modeling and animations would actually play out, or the process that was to be followed. Portions of his costume, and the blue lit Celtic cross chest plate remained, but the Ranger character gained largely from a couple different folks joining in on design. The Ranger did help me understand how being ignorant to portions of any process might be a blessing in coming up with combinations that wouldn't be attempted, but also how they remain a curse. Perhaps one of the greatest lessons I learned throughout Forge, was that very few of the tricks illustrators use to direct the viewers attention two dimensionally, actually apply when designing for games or film, where it's all about the 3D all day. Thinking about function and mobility in real time 3D while you work, is utterly different than thinking about the very same things as they're required for only a split second in time. =) I'd like to think by the time I finished the last character I designed for Forge, that I had a better handle on the specific hassles any particular material, or body part, or structure might pose, because of the growing pains in the first character. =)