Process of Creature Design
Process of Creature Design
Focused exploration and the process of making 6 creatures on Antilar.
All creatures have a common ancestor, which means that they all have a few things in common.
They are all quadrupedal
They all have sacks, for different purposes
They all have 2 pairs of protruding stalks for different purposes
They all have some form of bioluminescence
The Shield Walker
This creature is big, slender and has long legs. It can navigate rocky areas. Their eyes stand out to the side so they have a big overview of everything.
It has a shield on the back for protection. It has hooved toes to help navigate rough terrain. It has something on the head to protect itself and fend off predators if necessary.
They can work together as a group to connect their shields and stand together to create a bigger platform / circle to shield the smaller creatures. It has a service-service symbiotic relationship with these smaller creatures. The smaller creatures soften their food in return for protection.
It eats fungi, and needs something to get into tree holes / crevices to get it out. This can be an intricate mouth part, slender grabbers like octopus arms or even a long tongue or an extra set of arms / grabbers.
Some quick beginning sketches after I made some rough first ideas which can be found in The Planet: Fauna
Focused sketches, colors and basic 3D model
I tested these designs with my target audience and got feedback from professionals. This all can be found under Feedback .
Professionals:
Anatomy is one of the most important things to making a creature seem believable. On the right I focused too much on trying to design something 'unique' that I lost sight of function and anatomy. Especially the creature in the top right has too much going on, how would those legs even work. If somebody needed to animate that creature how would they move forward?
The other sketches also lack muscle and anatomy, you need to be able to see the muscle groups and where they attach to the body.
What is the function of this creature exactly? I needed to focus on that and not make it overly complicated.
When designing the top view I had to keep the function in mind; they use their shield to protect themselves and other creatures from sky predators.
This shape is quite simple and can't really interlock in anyway. The protruding stalks with bioluminescence could be used for communication and flashing, to scare off or confuse the predators.
Target Audience feedback:
What do you think the behaviour / interaction of these 2 creatures is like?
Many of the reactions were pretty close to my concept and idea behind those creatures.
“Mutually beneficial relationship”
“Social in group, shy to strangers”
However it didn't look like they fit together. There needs to be more harmony and rhythm and connections between the creatures.
Professional feedback:
It's an interesting design but can be pushed more. The top view design is still a bit random and the shapes don't flow as nicely. It can also be designed in a way they can really interlock their shells and connect to each other. The sacks on their neck are still a bit random and can have more rhythm and balanced design, as well as the stalks on the side.
They can also have a bit more 'body' to them. There is lower gravity, but they still need to be able to carry their own weight, so a bit more 'leg' would be better.
It would make more sense that they need to get their food from higher up with their long legs instead of from the ground.
Focused sketches after feedback
Final design, base of 3D model. Focusing on form and anatomy.
Retopology
Final Design Page
The Apex Predator
The Apex predator of this planet. This creature is very big and spends most of its time in the air. It uses several air sacks on its body to stay afloat, it can inflate and deflate these air sacks at will. With fin like frills and extenders on the side of it's body it moves forward and can steer itself through the air. It it very moveable and flows through the air. It does need to land on trees or high rocks every now and then, so it has grabbers which it can use to hold onto things. It does need height to launch itself back into the air, so when it lands on the ground it can't get back up again.
This creature hunts both land prey creatures. It uses it hooks / grabbers to try and catch the prey and lift them up into the air.
Some quick beginning sketches after I made some rough first ideas which can be found in The Planet: Fauna
Focused sketches, colors and basic 3D model
I tested these designs with my target audience and got feedback from professionals. This all can be found under Feedback .
Target Audience:
Slower predator and greatness is apparent; "Looks like it is passive but still can easily kill you if you provoke it."
But "It seems like a very calm and passive creature." It needs to look more aggressive and scarier, while still having a bit of an elegant design.
Professionals:
Not alien enough. He looks too much like a basic dragon. Which is fine, but not in this case where I'm designing for an alien environment. He needs to fit in with the other creatures.
The shapes are are a bit unorganized so I need to organize this. The wings need to be bigger, because even in low gravity he needs to carry his weight. It needs interesting patterns and rhythm.
Take inspiration from the land creature. Makes shapes come back in this design.
Focused sketches after feedback
Final design, base of 3D model. Focusing on form and anatomy.
Retopology
Final Design Page
The Pollinator
The pollinator is a smaller creature that feeds on plant's liquids. When collecting this liquid the pollinator also collects the seeds and pollen of the plants on it's body and fur, which it then takes with it to the next plant, and is so able to pollinate this alien planet. The liquid that it feeds on is collected in the sacks on the end of its tail. When these sacks are full they go back to their nest and the full sacks fall off. New sacks grow back on the base of its tail.
The player is able to catch / hunt this creature and collect the sacks and use them for resources.
Some quick beginning sketches after I made some rough first ideas which can be found in The Planet: Fauna
I tested these designs with my target audience and got feedback from professionals. This all can be found under Feedback .
Target Audience:
Passiveness and skittishness is apparent. "This creature looks like it would be predated on by the previous creature, it appears like a pollinator therefor making it passive."
But "it looks like a mixture between a butterfly, caterpillar and a bee." It's still too much like a mixture of animals.
Professionals:
Not alien enough. I pretty much lost direction.
I needed to focus more on the alien part and not as moth / dragonfly look a like. Maybe it glides through the air?
I need to focus more on the interaction part; the sacks, which the player collects as resources.
After the feedback I made another quick sketch. I already liked this directing a lot more.
Professional feedback:
It still lacks some harmony and rhythm, like the sacks on the tail and on the back can be organized in a better way.
It could also be interesting to have webbing in-between the wings, and have them move as one.
Focused sketches
Final design, base of 3D model. Focusing on form and anatomy.
Retopology
Final Design Page