Plan for Pascal Bos
by Pascal Bos · 06/15/2004 (2:38 am) · 10 comments
Well since Logan already revealed our little secrete, I might as well show you some of the stuff we are working with. The whole bike design thing has been an ongoing story, fun at some points but mostly painful and LOOOOOooongg. Hell it almost felt like work, ALMOST...
To give you an idea of what it was like, did you ever have that one artist that you can picture in your head, you can sing some of his songs, you saw all his movies and now you can't come up with his name. It is on the tip of your tong and yet you can't say it, well THAT feeling but than for 8 months or so. Very frustrating to say the least and it brings you productivity to an absolute stop. It is at these points that you really NEED other artists around you to bounce ideas around a bit to get you going again.
Anyway it took me quite some time to get something going that made me feel good but I think I finally got it. I had to forget everything I had done before, so basically ditch all the bikes we had for the 2003 IGC build and try to get some logics going. I made my self a list of things that would explain some of the basics of these bikes, like how does it steer, how does it generate this GRAV mode but the list also held some unique features I got from everyday vehicles that would define some of the looks and would connect the different types of bikes to the same class of vehicles. With this list I started doing doodles to get an idea of what would work and what would not.
Together with Justin I reviewed the doodles mostly to get a reaction from someone a bit less biased than myself. It was kind of a surprised to find that Justin didn't share my enthusiasm, he liked some aspects but wasn't sold right away. First of this was a bit disturbing to me and I was afraid that it was back to the drawing board for me again. The other day however Justin contacted me telling me it started to click for him, he thought over the features and the logics behind them and after looking at the rough sketches again he started to see the whole picture and the way it might work for the game. We decided I would work out some of the doodles and see how they would look a bit more polished.



After doing these Justin agreed that the bikes actually made some sense and had their own look. I borrowed aspects from motorcycles, hovercrafts and jet skis to make a new vehicle and it made some strange kind of sense and more important it fitted the game the way we wanted to make it.
I'm very happy to have Logan on board, we started working on the model last week. We need to start hammering out the technical stuff first, especially the GRAV mode fx will take some effort but I'm pretty sure we will work it out. I hope to have some in game shots soon, as soon as I have I will post an other plan, that is if Justin or Logan does not beat me to it. We are very happy with the way we are taking this and we hope that it will work out the way we plan.
To give you an idea of what it was like, did you ever have that one artist that you can picture in your head, you can sing some of his songs, you saw all his movies and now you can't come up with his name. It is on the tip of your tong and yet you can't say it, well THAT feeling but than for 8 months or so. Very frustrating to say the least and it brings you productivity to an absolute stop. It is at these points that you really NEED other artists around you to bounce ideas around a bit to get you going again.
Anyway it took me quite some time to get something going that made me feel good but I think I finally got it. I had to forget everything I had done before, so basically ditch all the bikes we had for the 2003 IGC build and try to get some logics going. I made my self a list of things that would explain some of the basics of these bikes, like how does it steer, how does it generate this GRAV mode but the list also held some unique features I got from everyday vehicles that would define some of the looks and would connect the different types of bikes to the same class of vehicles. With this list I started doing doodles to get an idea of what would work and what would not.
Together with Justin I reviewed the doodles mostly to get a reaction from someone a bit less biased than myself. It was kind of a surprised to find that Justin didn't share my enthusiasm, he liked some aspects but wasn't sold right away. First of this was a bit disturbing to me and I was afraid that it was back to the drawing board for me again. The other day however Justin contacted me telling me it started to click for him, he thought over the features and the logics behind them and after looking at the rough sketches again he started to see the whole picture and the way it might work for the game. We decided I would work out some of the doodles and see how they would look a bit more polished.



After doing these Justin agreed that the bikes actually made some sense and had their own look. I borrowed aspects from motorcycles, hovercrafts and jet skis to make a new vehicle and it made some strange kind of sense and more important it fitted the game the way we wanted to make it.
I'm very happy to have Logan on board, we started working on the model last week. We need to start hammering out the technical stuff first, especially the GRAV mode fx will take some effort but I'm pretty sure we will work it out. I hope to have some in game shots soon, as soon as I have I will post an other plan, that is if Justin or Logan does not beat me to it. We are very happy with the way we are taking this and we hope that it will work out the way we plan.
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#2
These where the first drawings i did this way so i didn't quite master the technique yet but it is a lot of fun to do.
06/15/2004 (5:10 am)
You are very close Paul, it's a technique i picked up from El Coro during the Conceptart.org workshop in Amsterdam a few months ago. The base is marker, shading and highlights are are pencil and guache paint, outline is ink pen obviously. I did some clean up and do some collor level adjustments in photoshop on the top 2 the last is straight from my sketchbook.These where the first drawings i did this way so i didn't quite master the technique yet but it is a lot of fun to do.
#3
I know its more hassle, but maybe some of them need some panels removed, revealing their steel intestines? I mean - those grav-rally guys are most likely into heavy tuning so sometimes they simply leave it rough. Although it would affect the aerodynamics.
06/15/2004 (5:14 am)
Pascal has come out of the closet! Yay! :) Love those babies, especially the middle - winged one. I bet its called Valkyrie or something :)I know its more hassle, but maybe some of them need some panels removed, revealing their steel intestines? I mean - those grav-rally guys are most likely into heavy tuning so sometimes they simply leave it rough. Although it would affect the aerodynamics.
#4
06/15/2004 (7:21 am)
Very impressive work, Pascal.
#5
06/15/2004 (7:46 am)
Great stuff. Marker + pencil + gouache is the same technique I've been using for the last couple of years. It's great fun isn't it? You get things done a lot quicker.
#6
Removed panels might be cool Nauris, it would be cool to find a bit of the racers personality back on his/her bike. It would add and other layer of depth to the story and functionality behind the design. I will definitly look into removed stuff, added stuff, logo's and paint, some will be modeled in but i will try to do most with textures, using textures will be more flexible.
06/15/2004 (7:53 am)
Thanx guys, i'm glad you like them i hope you will like the final in game models even better.Removed panels might be cool Nauris, it would be cool to find a bit of the racers personality back on his/her bike. It would add and other layer of depth to the story and functionality behind the design. I will definitly look into removed stuff, added stuff, logo's and paint, some will be modeled in but i will try to do most with textures, using textures will be more flexible.
#7
06/15/2004 (7:57 am)
@Paul- Yes it is great fun the markers give you a very polished base and the gouache is very forgiving, with a wet brush you can keep pushing it around forever.
#8
06/15/2004 (11:34 am)
BuzKillBuz strikes again!! those are some kick buck sketches!! cant wait to see them in game
#9
06/15/2004 (4:11 pm)
very nice work, pascal!
#10
06/15/2004 (4:12 pm)
For more info on GravRally (albeit somewhat limited at this point), check out www.gravrally.com. 
Torque Owner Paul Malyschko
What media did you use for these, markers and pen? I think I see a bit of computer colouring and pencil in there too.