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News :. Halo 3 Action Figure Party

Last year, Bungie spoke briefly with Todd McFarlane of the eponymous McFarlane Toys about his upcoming line of figures set in Halo 3's universe. Now that the figures are out, Bungie takes us into more detail about the action figures and how they came to be.

Creating an Acition Figure Program

STEP 1: Taking inventory of the visual and creative aspects of a given license (see above).

STEP 2: Building a program.

This is where we take what we know and put together a plan that will allow for the best possible introduction of the product to consumers, along with keeping an eye on maintaining interest among fans and casual consumers for the long haul, and allowing for the eventual expansion of the products offered to other action figure categories.

Usually this is were we put together a rough lineup of figures for the first few series, and then run it past the licensor for any comments or concerns they may have. This is also the time where we begin asking for any specific assets that will allow us to better re-create the characters in question: reference imagery (including concepts, full turnarounds, and in-game shots), digital assets, official character histories, etc.

Once the lineups are selected and solidified, and we have all relevant files and imagery in-hand, we get to work on the fun part — the art.

STEP 3: Concepts

This step was a little less involved than it would normally be, as we simply presented our list of figures, along with some rough digital imagery, to Microsoft/Bungie, and pointed out the places and ways we were going to include articulation, and then got to work on Step Four…

STEP 4: Sculpting

This is where we take the two-dimensional imagery seen on the television screen and bring it into the three-dimensional world. There is a lot of back-and-forth during this stage of production, both between our Design Group in New Jersey and between myself, and us (McFarlane Toys) and the licensor (Microsoft/Bungie).

At each point during the sculpting stage, each figure is reviewed and altered as needed to ensure the best end product...

4.1: Sculpting (Digital)

Being that we were working with digital assets, we started off by taking the 3-D files we were provided, and tweaking them in the computer. From there, we simply print out the rough starting point on a special printer that can take that digital info and translate it directly into clay. The “concept” image above is actually a pretty good indication of where we start.

4.2: Sculpting (The “Rough”)

Usually the “rough” sculpting stage is where we take a lump of clay and begin building the very basic anatomy of the figure. The main focus at this point is to perfect the pose and proportions.

With HALO, however, we had the luxury of working from digital models. This allowed us to go right into the computer to make the necessary adjustments, allowing for proper proportions in relation to the joints need for the level of articulation we were going for.

As you can see below, the rough “sculpt” is fairly close to the initial digital model shown earlier, with some additional detailing having been added, but still a ways away from the its final form.

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