![]() Their shape was so squared-off and regular, however, that they read almost as being mechanical details, so that's how I interpreted them. I'm pretty confident that the dark grey modules on the chest are intended to be large equipment pouches on the original model. ![]() Even at this early stage, you can see where I took some artistic license with the design. I started with a couple of simple studies, a close-up of the helmet and a general front 3/4 angle of the whole form. My own process when working on original designs tends to be very iterative, and to high-school me, it was a revelation to see that not just professionals, but professionals who I particularly admired, were working the same way. Those early designs were fascinating to me because the seeds of the Halo I knew were clearly there, but they felt like something out of a different generation. I didn't get to see the Macworld design and the artwork behind it until a couple years later. I'm a bit of a latecomer to the Halo party, only having gotten into it sometime around 2007 (my first exposure was the original three novels and I worked my way through the games in order from there). So naturally, I was enthusiastic when I was asked to work on a visual update of the armor seen in the Macworld 1999 trailer for Halo. ![]() Identifying what parts of a design really give it character and distinction, and working around those. One of my favorite artistic exercises is to take something old and make it new, updating certain forms and geometry and details, while trying to preserve the "spirit" of the original. Let’s start with the conception phase, take it away Tekka! You probably all know what’s coming, so I invited It’s creators on today to tell you about the incredibly long process of bringing an icon to life.
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