Fallout 4 Concept Art Modsl
The Art of Fallout 4 has 368 pages and features never before seen designs and concept art from the game's environments, characters, weapons, and more, along with commentary from the developers themselves. It was made available on December 22, 2015.
Fallout 4 Concept Art Modsl
FALLOUT 4 STARTED SOON after the last DLC for Fallout 3 was finished. We toyed with ideas for the location, story, and themes, and then the art development started in earnest in late 2009. Even though the game would evolve over the following years, we knew from the very beginning what the essential elements were.In 2004, when we started working on Fallout 3, the first asset we made was the power armor helmet. As the primary image on the box cover, the helmet is an iconic element of the series, and it seemed like a great place to start. Redesigning the classic power armor was a useful exercise in finding a balance between staying true to the original game's vibe and introducing a fresh aesthetic for the new game. We took this same approach for Fallout 4. This time the armor was to be bigger, more imposing, more realistic, and fully functional. We would continue to use this approach as we designed all the aspects of the game.As we gradually rolled into full preproduction mode, our ace concept team started drawing. Our next design was the Vault suit. In contrast to the utilitarian jumpsuit of Vault 101, Vault 111's cryopods called for a form-fitting suit with a more sci-fi-style design that also called to mind the original Vault 13 suit. This is the first example of many where we would look to the classic games for inspiration. Their unique, pulpy sci-fi quality is wholly original in the post-apocalyptic genre, and Fallout 4 needed a distinct look to make it a definitive Fallout game.A big part of this reset was a new approach to the game's atmosphere and color design. Fallout 3 made a strong visual statement with a heavily controlled palette and moody art design that conveyed the bleakness of the world. This oppressive atmosphere can take its toll on a player emotionally, and we wanted to move past a story about the despair of barely surviving to one of rebuilding and looking to the future of humanity. This called for a dash of optimism, and Fallout 4s approach was to use a more varied palette with vibrant accent colors to create more emotional range. The Wasteland is still bleak and devoid of color, but the manmade elements pop against the landscape. And were we needed to go dark and oppressive, we did, creating even more emotional impact because of the contrast.
Some pages from Adam Adamowicz's sketchbook. Adam was the concept artist for Fallout 3, and his unique blend of style and humor set the tone for that game and all that followed. At this very early stage of the project, the ideas are flowing fast. It's important to get as many of them on paper as possible to see what gels. It's also important to keep things loose at this point and not spend too much time on any one idea.
FALLOUT 4 HAS A VARIETY of factions with unique characters and personalities. Our character-creation system, used by both the player to create his or her persona and the artists to populate the world, had to evolve in order to create realistic and expressive human characters. We focused on adding more detail to the meshes and textures and created a sophisticated performance animation system to support the dynamic dialogue scenes.Much of the costume design in Fallout is a combination of repurposed prewar clothing and the crazier postwar ensembles that provide each faction with its distinct identity. Prewar clothing is pretty much straight 1950s American fashion: simple, colorful conformity. We had lots of fun enhancing these basic designs by layering on pieces of armor, duct tape, etc., to create the perfect Wastelander getup. People who live in the major settlements, such as Diamond City, have considerably less gear than the groups that roam the Wasteland, and that's also reflected in the level of wear and tear on their costumes.We introduced a layered-armor system to allow the player to customize their look and to add an element of realistic asymmetry to the outfits. It would be rare to come across a complete suit of metal or combat armor; you're more likely to meet someone who's only managed to find a scrap of leather armor here and a piece of combat armor there and wears it on top of whatever clothing they already had. This concept required "underwear": fairly form-fitting, full-body apparel intended to be worn layered with pieces of armor. The iconic Vault suit and the Brotherhood of Steel underarmor are perfect examples of this.The Brotherhood in particular have distinctly nomadic and militaristic costumes, with all members being fully equipped at all times for whatever they might encounter. Because of the very specialized nature of the different BoS roles and ranks, this faction probably has the biggest variety of outfits.Our most memorable characters received custom outfits befitting their personalities. Nick Valentine and Piper are firmly in noir territory, Preston has a getup straight out of the Revolutionary War, and Virgil the super mutant still wears his broken glasses on his nose to retain a bit of humanity. Finding design inspiration from an eclectic mix of genres is one of the things that makes the Fallout universe so fun to work in for an artists.
Lonewingy created four early concepts for Sett. The first was a four-armed Targonian Aspect of Might. (All the better to grapple with, my dear.) The next was a Piltovan robot butler, which became a hit with the design team.
As part of the narrative concept of the multiplayer game of BioShock 2, players take the role of citizens of Rapture who enlisted themselves to the Sinclair Solutions Home Consumer Rewards Program for their own reasons. They are testing weapons, Plasmids, and other genetic enhancements for the firm and conducting trials, which act as field testing on the account of Ryan Industries for their newest line of "home defense" products. However, all those enhancements turn them into Splicers, ruining their bodies and slowly driving them mad.
A video showing the construction of a piece of art was featured on the GameInformer website. Bethesda has also released a "team diary" that included a video of examples of concept art being shown alongside their finished models.
Aaron regularly travels the country and abroad speaking at events, colleges and more. If you are interested in contacting Aaron about speaking or demoing on topics such as animation, film development, digital illustration, concept art, visual development and more Click Here
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