mranybody:bontenmaru:mercenary-tributary:resident evil 6 protagonists as monsters. resident ev
mranybody: bontenmaru: mercenary-tributary: resident evil 6 protagonists as monsters. resident evil 6 monsters(and carla) as protagonists. i was really bored and wanted to design some characters, so. uh..well. it was a lot of fun. hopefully you guys can see those clearly. bonus sketches …THESE ARE REALLY COOL… These are really awesome but I would like to pick the artist’s brain about the design choices for the heroes gone monsters. Mostly the thought process and ideas for each of them. alright! :) i’ll have to admit that i don’t know if i put as much thought into the monsters as i did into the bottom designs, but i’ll try and explain my reasoning for each! this is gonna be kinda long, sorry D: Helena–Helena's appearance is obviously based on Deborah’s boss form, as they are sisters. I wanted to emphasize Helena’s activeness (her being in the Secret Service, taking matters into her own hands driving the plot by directing Leon, etc.) over Deborah’s apparent passiveness as a civilian and tried to give her a more aggressive looking, attack-oriented design. Deborah’s design seems kind of spiderlike and her methods of attack come from the long limbs based from her back as well as her agility and maneuverability. In Helena’s design, I tried to make her more wasplike, keeping that agility but adding claws that appear to give her a more direct approach to battle. I also tried to make her less sexualized and more horrific-looking for personal preference, but I think I could have done better on that end. Leon–I honestly can’t see Leon being anything other than a plain old zombie for some reason. Maybe its because that’s what he tends to fight against all the time or because he tends to strike me as a hapless everyman who accidentally blunders into bioterror attacks. But then again, he’s not useless or untrained, so I could see him as one of those special proto-boss classes of zombie that are unusually aggressive and difficult to fight, hence the massive patches of tornaway skin typical of those types, ala a licker or bloodshot. Sherry–It’s kind of expected that a monster version of Sherry would be some sort of G-virus creature. I based her’s off of the second form of her father (which is probably one of my favorite boss designs). G-virus monsters seem to be very muscular and top-heavy, hence the thickness of her arms, but Sherry’s is intended to be slightly more feminine; lacking conventional feet, her legs taper down into very delicate points at the juncture of the tibia and fibula (this is a nightmare balancewise but i like the aesthetic so yeah). She has a ‘crown’ of teeth around her head because she’s basically pathological royalty–the daughter of a 'king’ and 'queen’ of viruses that’s inherited a precious bloodline. Her head is supposed to resemble one that is veiled like a queen’s or bride’s–a symbol of her purity in spirit. The four arms in back of her are winglike like those of her father’s, but are also more delicate, and their multiplicity and positioning are meant to evoke that of angelic cherubim or seraphim. Jake–Like Sherry’s, Jake’s monster is based on the boss form of his parent, is this case Wesker. He’s basically a Uroboros creature consumed by worms–unlike Wesker they are not localized to the arms, reflecting his lack of control over the situation and his heritage. His face is also obscured and destroyed–like his identity, which has become synonymous with Wesker’s. Chris–Chris has become the most physical imposing protagonist of the series, so naturally I think he would be like one of the most physically imposing B.O.W.s-the Tyrant. He would fulfill a Nemesis or Ustanak-like role in the story–intelligent, persistent physically and mentally much in the way he hunts Ada, still in some ways resembling a human. He’s armored, with a hornlike implement rising off his head that is meant to evoke the figure of a knight, a role that he often struggles to play. His heart is exposed–typical of a tyrant, and because despite his seemingly impenetrable appearance, it is very easy to strike at his emotions, as evidenced especially by the events of RE6. Piers–This is actually an old theoretical postgame design of mine for him that I’ve played with in the past. Piers’ infected form was a bit easier to conceptualize due to his partial infection at the end, and as a result is a bit more literal. A lot of elements of his appearance at the end of the game are very apparent and extrapolated in this design i.e the budding J'avo-like eyes, the split down his face, his arm, his exposed ribs, etc. I decided to base his design on that of an electric eel, for obvious reasons. I also wanted to make his form very lithe, slender, and agile, as he fulfills that role in contrast to Chris during the campaign proper. Ada–Ada takes the place of Carla in this situation, a position that naturally has very tragic connotations. Her boss form is meant to reflect that–it’s very elegant looking and its melting flesh appears to form a gown. The two fused arms above her head and her backwards leaning are meant to be ballerina-like, a la a tragic dance like The Dying Swan. They also resemble a heart-shaped European queen’s ruff, and the hand rising from her head resembles a crown. Her multiple limbs are spiderlike, a similarity continued in the cluster of eyes on her face–as a spy she is considered a black widow, a femme fatale. Her red motif colors her hands, setting her apart from Carla’s boss form. that’s all of them, i think! -- source link
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