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FluorineSpark — NPC Design - Line up

Published: 2009-09-15 00:34:24 +0000 UTC; Views: 2954; Favourites: 21; Downloads: 81
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Description OMG!!! I actually finished it!!! The entire NPC line up 16 characters in all~~~

Background Story:

Xinjing, meaning New Capital, is the capital city of Imperial China. After the old capital city Beijing become inhabitable because of the endless sand storm, the government decided to build a new capital city south of Beijing. The project took years to finish, the workers moving from all over the country to build the magnificent city. The workers quarter slowly became the "Old Town", and in the middle of the it, the Imperial Quarter stood. Including the Imperial Palace, government department complex, the financial district, and the West Lake Garden, the famous entertainment and shopping district.

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I find it took me about 2 hours to finish one character~~~ LOL, Well, i know they're not really detailed rendering, but the point of this exercise is not rendering, but overall design, to create a feel of a city through characters... Well, I'm far away from my goal, but I think I had a good start.
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Comments: 9

VanessaFardoe [2009-12-18 14:51:25 +0000 UTC]

Oh wow, these came out wonderful. I like that besides the obvious simularities that NPC's have, each set looks completely different from the next. Nice color choices as well

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FluorineSpark In reply to VanessaFardoe [2009-12-18 17:37:38 +0000 UTC]

Thank you I had fun designing them. I think I could give them more variety, and add some accessories.

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Sergon [2009-09-15 04:23:42 +0000 UTC]

I like it
The thingy on the arm reminds me of Fallout's PipBoy .
Seem like you put a lot of thought into the common elements like shirt designs and haircuts.

I kinda think u need a bit more variety though. I understand that too much variety would seem random but it would be kinda boring to walk through the city populated by the NPCs that look kinda the samish O_o. Kinda like they all clones and dress the same way.

Maybe variations of color would work better O_o. say that in imperial quarters you got ppl wearing different color according to their status. And say the higher you up the ladder the more flamboyant colors you can use... or the other way around the higher the post the more humble you should appear.
anyway seem like a great thought "the point of this exercise is not rendering, but overall design, to create a feel of a city through characters...". mental note.

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FluorineSpark In reply to Sergon [2009-09-15 05:50:14 +0000 UTC]

I was thinking about the variety vs coherent design during the design process. You have a good point in having more varieties, and I think I could make my old town people look a lot more interesting. But the rich people probably wouldn't have that much variety from each other. Take any big city with big corporation and government offices, you really don't see that much variety, guys are all suits in the cool/dark colors (such as black, gray, blue...), ladies are all in business skirts in cool dark colors...

With our modern clothing, we could have varieties with layer, like color of the shirt and tie, but the futuristic costume I have with one piece clothing, you really don't have much wiggle room so to speak.

The problem with this design is that, I don't really have a clear design description when I started. Other than "something sci-fi", I have no idea what I'm going to design. The back ground stories and the style emerged during the process. If I had a clear direction right from the get go, the design would be much more focused.

Still, I like this line up~ Good portfolio piece.

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Sergon In reply to FluorineSpark [2009-09-16 17:46:21 +0000 UTC]

It does look like a nice portfolio peice

What im trying to say is that I think there should be more contrast between the casual part of the city and the government part. So if one would implement your design in the game it would be apperent what part of city are they in just by looking at NPCs (assuming our background and level designer made the city archtecture look to homegenous).
For example I have hard time telling between Doctor and Shopkeeper O_o Sure there is a bit variation in thingy design and clothing but they look extremely similar.

Also the design of the arm gadget. I think one can rly make this thing into a distingushible element. For example make the gadget that rich ppl wear look elegant and seem almost like a jewelry, and say Mechanic's gadget more bulky and functional

I think the whole character design thing is balance between how much variety you can fit into it without losing the common thread.

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FluorineSpark In reply to Sergon [2009-09-16 17:50:29 +0000 UTC]

Thank you Now I want to redesign the entire line up.... ugh.......

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Sergon In reply to FluorineSpark [2009-09-16 17:59:12 +0000 UTC]

hehe Np. I like talking to driven ppl like you.

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FluorineSpark In reply to Sergon [2009-09-16 18:47:37 +0000 UTC]

Driven? LOL... I'm actually pretty lazy.... but thank you

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Sergon In reply to FluorineSpark [2009-09-16 23:49:06 +0000 UTC]

Hehe I think of myself as lazy every time I stop working on something >.< And then I look at my work after like a week or so and decide I could have done better if I weren't so damn lazy...
Trust me you got the right idea and you are working toward it just like i am, that makes us driven You won't believe how many ppl in school here got no idea why they are into art and what they want to do with it.

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