I wanted to concept and model a character from scratch, ending up with both a high resolution model and a LoPoly engine-friendly mesh. I learned more working on this piece than with any other (more on that below). There are clearly some Lucasfilm shenanigans afoot, and on the design side, its becoming obvious that I get little pleasure from the over designed, hyper-fractalised approach (which also requires more technical skill, go figure...). I started off with the basic shape of the head gear, and it went through some iterations as more organic and cicada-like before I reminded myself to stick to a design which best for an overall concept rather than pursuing an infinity of designs for each asset. This is a very difficult balancing act – to explore options and variants while remaining true to some vague spirit of an initial concept. Of course this is becomes redundant when working to someone else’s design brief, but the line is always there at smaller scales.
Pachee-Turntable/Breakdown