Артбук Fallout. / Fallout art :: Fallout (Фоллаут) :: Кликабельно :: высокое разрешение :: фэндомы

Fallout art песочница высокое разрешение Кликабельно ...Fallout фэндомы 
Артбук Fallout. (3 часть)
ROBOTS
Emil's input on every robot wos "make it more like Robby the Robot!" and this was the mind-set we had in approaching the various mechanical creatures in the world. For many robots that carried over from the previous games, we tried to stay true to the original design, as with Mr. Handy and
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ROBOTS Emil's input on every robot wos "make it more like Robby the Robot!" and this was the mind-set we had in approaching the various mechanical creatures in the world. For many robots that carried over from the previous games, we tried to stay true to the original design, as with Mr. Handy and the Robobrain. Where we did diverge the reason was to better fit the robot's basic design premise. For example Mr. Handy was given a friendlier, rounder design appropriate for his original purpose. I'm a fan of the classic Soviet-era aerospace aesthetic, so you'll see hints of Soyuz and Sputnik in a few designs as well. The Protection is an original design that went through many iterations before settling on something that does have the vintage character of Robby, and we think he captures the quintessential 1950's robot character more than any other. And the Sentrybot from the previous gome looked a bit like a generic mech, so we took some liberties here and ended up with an imposing-looking tripod-mounted tank with guns for arms. And Liberty Prime. Who doesn't like a friendly giant robot? We definitely had a bit of Iron Giant in mind when we pictured this guy, but Adam came up with an original, perfectly proportioned, towering robot that captured Liberty's Captain America personality. Then for the longest time we labored over how Liberty would launch his nuclear warheads, Railgun arms? Launcher mounted 011 a shoulder? None of these ideas seemed quite right until it occurred to us: Fat Boy nuclear warheads thrown like footballs. There are few moments in design where you know you've got it just right, but this was one of them.
Fallout,Фоллаут,фэндомы,Fallout art,песочница,высокое разрешение,Кликабельно
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Rinzhard Rinzhard 01.03.201414:23 ответить ссылка 0.1
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THE ART OF FALLOUT 3
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Rinzhard Rinzhard 01.03.201414:25 ответить ссылка 0.1
WEAPONS
It wasn't long into the project before I heard rumblings amongst producers cursing the number of playable weapons we had to build for this game. There are quite a few, and the amount of work that goes into getting a weapon built, animated, and programmed is substantial, comparable to the
Rinzhard Rinzhard 01.03.201414:25 ответить ссылка 0.1
Rinzhard Rinzhard 01.03.201414:25 ответить ссылка 0.1
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Rinzhard Rinzhard 01.03.201414:26 ответить ссылка 0.0
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Rinzhard Rinzhard 01.03.201414:26 ответить ссылка 0.0
Rinzhard Rinzhard 01.03.201414:26 ответить ссылка 0.0
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HARDWARE
Inspiration for much of the various bits of technology in Fallout 3 came from both commercial product design and military industrial design of the 1950's to early 1960's. Elements from items such as old portable television sets and army field radios were studied and incorporated in some
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HARDWARE
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Rinzhard Rinzhard 01.03.201414:32 ответить ссылка 0.1
Вот мне интересно, зачем было заново всё создавать, когда у них уже была готовая база всего_всего_всего?
Krasna45 Krasna45 01.03.201414:48 ответить ссылка 0.0
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Fallout,Фоллаут фэндомы Fallout art песочница высокое разрешение Кликабельно

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