With the concept art nearer to completion, I am going to temporarily move on to designing the compass spinner and revising the card designs, as well as establishing their symbols.
This is the last aspect of the project I will be producing a 3D model for. The basic colours are not final but may be left alone depending on progress with other project work.
In reality the full health bar would be approximately 4cm high and 17cm long.
I will return to this once the requirements of the project brief have been fulfilled.
Here's a quick thumbnail for an interaction shot between the cyborg character and torbernite creature. I like the idea of some kind of 3D annotations existing within this shot providing basic info about the characters and their abilities or weapons, as well as real life info e.g. the melting point of granite and torbernite.
The cyborg can be seen attacking the torbernite creature via a magma stream from within his magma-gun arm attachment, meanwhile the creature lunges at him while using its irradiation ability to slowly poison and slow him down.
Influences
3D annotations in Forza Motorsport 4's 'Autovista Mode'.
More 3D annotations in Forza Motorsport 4's 'Autovista Mode'.
Here is my first attempt at an Above View for one of my board's platforms, going on the premise that it would be a cave-like, colour coded system separated into areas. This plan has brought about significant and likely unnecessary problems, such as figuring out the layout of the board e.g.the amount of "squares" and their scale as well as how the areas connect to each other. I have now decided that I will instead produce a concept for a three dimensional view of one of the Areas, either stylized or how it might appear in reality. This will allow me to better focus on the more visually appealing (and less headache inducing) aspects of the environment design task. Here are a few examples from the board game Treasure of the Pharaohs (1974) [source]