The Creation of the Pokeball Machine Recently i finished playing Pokeemon Violet and during my playthrough I was intrigued by the the idea of creating an asset for the game. I started doing some reaserces and I stumbled across the Pokemon Lab , in particular the machine that stored the pokeballs. The original Pokeball machine was just placed as decoration, the 3 starters were placed in the desk and ready to be chosen by the player. The Remake Machine from the first game has 5 Pokeball inside a glass container, protected by a password system. I want to create a simple model to represent the feeling of choosing your first started from the Pokemon franchise. First I need to work on the base model. My workflow will start with Maya. The first thing to create is a 3D Pokeball, I previously worked on this particular model, so I will recreate something similar. Once our main focused point is created, we need to make the base of the Machine. thankfully they are simple geometry, cylin...
Description The Whispering Zephyr is a sleek and elegant wind-themed staff, designed to channel the power of the skies. Its shaft is crafted from lightweight, silvery wood that seems to shimmer faintly, as though it were infused with the essence of a storm. Spiraling up the length of the staff are intricate engravings of swirling winds, clouds, and soaring birds, glowing softly with a pale blue light. At the top of the staff sits a crystalline orb, suspended in midair by a delicate framework of golden filigree. The orb appears alive, constantly swirling with miniature cyclones, crackling lightning, and a faint mist. Feather-like decorations dangle from the sides of the staff, shifting and rustling as if caught in a perpetual breeze. When held, the staff emits a faint hum, as though whispering secrets of the wind to its wielder. It’s a weapon as much as it is a connection to the natural forces of the air. Functionality The Whispering Zephyr is more than a weapon—it’s a tool of imme...
The World of Concept Art The Idea My main goal for this Blog chapter is to discover, analyse and explain: Why are the weapons memorable in videogames. How and why they are designed that way, and why that particular style is used. In designing the iconic elements in games, what does the designer have to do, how does the concept artist design the weapon, how do they maintain the core elements, how do they make them iconic, how they create memorable prop designing. Why is that weapon important, the story behind it, the gameplay elements that brings, the distinct artistic design used, the shape, form and elements of concept for a particular weapon. These are the questions and thought I had when reading the concept Art book of Alice Madness Returns . I really Enjoy Dark Fantasy worlds, and this game offers the players a unique takeover of a classic tale. PRE-PRODUCTION The pre-production of Alice: Madness Returns started in mid 2008, inspired by a particular prequel. The Spicy Horse ...
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