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Showing posts with label Halo 4. Show all posts
Showing posts with label Halo 4. Show all posts

Sunday, 17 February 2013

WEAPON MODELLING: WEAPON CONCEPTS

       Looking at the silhouette designs I had completed, I chose 4 of the silhouettes to take further into this design      process. With these four basic silhouettes, I began to add in the detail to come up with a few designs. It's important to note that the three right hand designs originate from the same silhouette - I like that one (obviously...). Have a look at them below!

COMMENTS AND CRITICISMS APPRECIATED!

WEAPON MODELLING - WEAPON CONCEPTS
by Christian Whelan
WEAPON MODELLING - WEAPON CONCEPTS (COLOUR)
by Christian Whelan


       To develop these ideas, I obviously started with the silhouette. From this point on, before I designed anything, I looked at the research and reference material, took parts of real weapons and stitched them together in a creative way. The idea, was to design a selection of different weapons with a futuristic theme. I think I succeed in this goal.

However, what's important, and what I'm proud of, is that these weapons don't just seem like doodles for the sake of doodling. They look like they actually work - like they contain informed design choices. This is without a doubt because of the research and referencing that went into developing the individual aspects of each of these weapons.

My favourites? The top left and the middle two. They're consistent, they're effective and they're believable. I tried my best to design each of the weapons as if they fit together in clear, concise modules - I wanted the weapons to be clinical in shape. As for the colour scheme, well, for some strange reason, my unconscious seems to have an obsession with colours black and red. It looks great, don't get me wrong, but I'm going to have to break this mould if I am to improve when designing anything.

I still don't know which weapon or weapon aspect to take forward into the final turn around design. Maybe I'll take the middle left forward and incorporate aspects of the middle left. But then again, I love the middle right design in general, it's just that I prefer the shape of the middle left and the idea of the top left. It's going to be hard. Maybe I'll ask the opinion of others first.

NEXT POST: WEAPON MODELLING: WEAPON DESIGN TURN-AROUND

Saturday, 16 February 2013

WEAPON MODELLING: ASSAULT / HEAVY MACHINE GUN RESEARCH

        Although I had a few favourite handgun weapon designs from the basic silhouette sheet, the assault rifles appealed to me more. Not only where the designs better, but there's more creative freedom with the complex shapes and varieties of the common assault rifle. However, I noticed that a lot of my assault rifle designs where 'heavy looking'. Considering this, researching the heavy machine gun could also be beneficial to my final designs. Therefore, in an attempt to understand the Assault Rifle and Heavy Machine Gun further, I have developed a research sheet to act as a learning and referencing tool.


WEAPON MODELLING - RESEARCH SHEET
by Christian Whelan
     
       Not only has this sheet given me further ideas about the weapon I shall design, but it's let me understand how weapons actually work and why they are designed the way they are. This is important, as a weapon shouldn't just look cool for the sake of looking cool, it should also be practical, ergonomic and at least look in some sense functional.

Now that I have researched, analysed and brainstormed weapons. It's time for the designing and planning to begin. Hopefully, within the week, I should have started development on my as of yet, none existent weapon design.

NEXT POST: WEAPON MODELLING: WEAPON CONCEPTS

Friday, 15 February 2013

WEAPON MODELLING: WEAPON SILHOUETTES

       Before I even start to design any weapons in detail, I wanted to brainstorms lots of basic silhouettes. To me, it's the most important part of designing anything like this. Blocking out basic shapes lets me fill in the gaps with my imagination - over thinking things can be detrimental to initial designs (I personally believe). From these basic designs, I could then start to worry about the specific details that make a weapon an assault rifle, shotgun, handgun and so on. 

    I spent the last 45 minutes developing the below silhouettes with hardly any attention to detail. Anything was acceptable, and by following this method, I ended up with a large variety of weapon ideas - some bad, some good. With this database of ideas, I can and may mix and match aspects for the final weapon design, but for now, just learning what works and what doesn't is a great tool to find my personal design direction.


WEAPON MODELLING - WEAPON SILHOUETTES
by Christian Whelan

     Some weapons look realistic, some look conceptual and some look futuristic, but they all have definite potential to be categorised and developed. So which are my favourites?

     Well, it's hard to point them out, but a lot of the circular inspired weapons (futuristic weapons) I love. Rather than go through them all, I love most of the pistol and assault rifle designs. Which surprised me, as the idea of a pistol sounded monotonous. However, there is one design in here I'm passionate about and may have already chosen to be the basis of this assignment - the large heavy weapon. The one with the three circular trigger holes. To me, this one is simple, yet incredibly interesting. It really stands out a from the rest!

  However, although a difficult task, I shall choose a few of these designs and start to add in the individual details and maybe some basic colours before I choose the final weapon to take to the concept and development stages.

NEXT POST: WEAPON MODELLING: ASSAULT / HEAVY MACHINE GUN RESEARCH

WEAPON MODELLING: VISUAL STYLES RESEARCH

      Now I have an understanding of the different types of weapons, their individual features and a choice of weapons to choose from for my assignment, I needed to look at how other developers have designed unique but recognisable weapons using templates of modern weapons, but utilising specific styles. To do this I looked at the weapons of four different games;

Halo 4, Brink, Gears of War and Mass Effect.

All of these games have incredibly creative weapons and therefore each of them have lessons to offer when it comes to designing my own weapon. Take a look at the "Styles Research Sheet" below.

WEAPON MODELLING - VISUAL STYLES RESEARCH
by Christian Whelan

      This sheet has been incredibly useful. Just from looking at four games and studying their worlds weaponry, I have not only began to understand how to take a modern day weapon as reference and create something unique but recognisable, but I've also generated countless ideas that I will make sure to utilise in my weapon design(s). Now, I just need to get these ideas onto paper.

I'll do this through basic silhouette designs.

NEXT POST: WEAPON MODELLING: WEAPON SILHOUETTES