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Just a quick peek at one of the character intro CGs in Chapter One.

1. Sketch. This isn't actually his first sketch. My sketches start out very messy, but I often don't save the first versions because they just clutter up files. Even though this is cleaned up, can see I still have a lot of various guidelines to help me with sketching in other things, or doing shading.

I sometimes block in some shading as well - particularly on hands - to help me envision them as 3D shapes as I sketch.

2. Sketched in hair and clothes.

3. Jack fully shaded, with a background layered in. I know a lot of people question why Devs and artists are always tilting characters in CGs and, honestly, it's just so we can fit more of them into the scene, and take up the given space better. People are tall, vertical shapes and screens are long, horizontal shapes. The tilted angles are just to help us compose CGs a bit better, that's all.

4. Just added in a bit of light glare for ~atmosphere.~ LoL Just makes it look a little more finished and helps ground Jack into the setting more rather than having him sit on top of it.

And that's it. The introductory CGs are fairly simple as a whole - Jack's is the only one that's finished right now since I'm still waiting on BGs. 

But there you have it! 

Files

Previews only

Comments

AwayLaughing

Aha, Jack is a fine looking dude, in a fine looking CG. I really like the breakdown here, as a completely unarty person it's a really helpful look into this part of game dev!

Angels-do-Exist

Looking amazing!! and that makes a lot of sense about the CGs

Steamberry Studio

One of the hardest things for me is composing CGs where the figure takes up the space well. I hate when I have to do a CG and 90% of the image is just background. ;A;

Morgan the Wyvern

Why do you have to make all of the frustrating obnoxious ones so damn gorgeous? >:|