I got to say I love this design. We are definitely almost there. Although I believe this design definitely has all the things I mentioned from the previous note, I felt like it went the other way a bit too much. Now, I don’t see any humanity in him.
So, I really wanted to put the actual human head back into the design. The idea was that Bigun’s organic par only consists of the human brain (that the main control unit uses as some kind of dummy back up system) and the
optical sensors.
Obviously, it wouldn’t make any sense to expose such weak point in the front of the character. So, in combat situation, the face part would retract into the body a bit and Bigun would wear a helmet.
So, after much tinkering and editing, this was the final concept design for Bigun. I don’t think I need to add much description at this point. I think Karl’s design definitely achieved what I was aiming at. And so much more!
After the design is finalized, all other 2D work was to aid Taehoon for modeling purpose. Due to the time and
some other issues, we couldn’t come up with a complete character bible with proper orthographic view and
detailed sketches.
So, much of information Taehoon needed to turn the design into a 3D model were provided in need-by-need basis.
Early final pose concept
Early beauty shot concept
Early beauty shot concept
Some ideas were scrapped and never made into the final design mainly due to the time constraint and polygon limit issues. Folding arm idea you see above is a prime example of that. Entire process of directing this project has been
a hugely pleasant experience for me mainly due to the fact that two artists I have worked with were very talented and such excellent artists. As someone who directs any project like this, probably the hardest thing to do is to keep inspiring the artists as well as keeping the morale high. But, both artists didn’t need such aid. They were incredibly motivating and professional in what they do.