Minotaur Final Process

I revisited the Minotaur in order to create a finalised design that represent the creature in some form. Given I am investigating creature from a game perspective, it is quite important to draw the creatures so that they have a visual impact.

For context, in video games, players come across "boss enemies" which, by design, are meant to feel as though they are strong and formidable, or by the very least, deadly. Composition of my work was important so as to draw the creature as a powerful being, so there were a few methods to achieve this.

  

For the digital process of the project, I will be using PaintToolSAI.

The Minotaur is obviously quite large, so emphasising the muscle structure along with his stance was the most direct solution to creating some energy for the creature. I did consider introducing a much smaller human character for the creature to interact with, which would have touched on video game pop culture especially those of fantasy RPG games. This was cut, however, because I had many difficulties concerning parallax, but also because of the risk of omitting
the dynamism is the minotaur.


Shadow contours help with defining the build of the minotaur, thus emphasising his weight. I ommitted using many furry textures, so it could be compared to the Baron of Hell from the game: DOOM, where the muscle definition and volume is key.


End Result

My depiction of the Minotaur is clearly catering towards a demonic and hellish genre, since the composition of the figure is indicative to a ground slam. Further working on a background that visualises the Cretan Labyrinth would be the next step. Studying Greek ruin and the legend itself to a further extent would allow me to improve this artwork.

Comments

Popular posts from this blog

Hydras, their features, and their similarities to Dragons

Picturing the many parts of the Dragon

Investigating the Japanese Kappa in illustration