Showing posts with label Character Design. Show all posts
Showing posts with label Character Design. Show all posts

Thursday, 8 May 2014

Pictoplasma Festival - Berlin 2014

This year, we flew out to Berlin from Edinburgh in order to attend the 2014 Pictoplasma Conference in Berlin! which was held at the Babylon Theatre just outside the centre of the city. Although I was utterly terrified of flying/being outside/away from home/around strange people I hardly knew, I was determined to be optimistic!


One of the first talks I went to was "Buff Monster"'s. Buff Monster is a well known American Painter and Street Artist, whose main influences come from the oxymoron-esque combination of bright colours, the "cute" Japanese culture and heavy metal. And he has used this style of work to create huge pieces of street art, murals, painting and merchandise including prints, stickers, vinyl toys and plushes. I really enjoyed listening to Buff Monster's workflow and some of the reasoning behind his work, which is relatively simple with no main reasoning other than it's what he likes, and emphasises on the colour pink to show confidence, individuality and happiness which is consistent throughout his works. His work has definitely inspired me to start emphasising on the more grotesque and obscene elements which rarely show up in my work, and use inspiration from darker sources to get a variety of different outcomes.

Another Artist I enjoyed viewing was Tim Biskup, his work was very experimental and had a rather edgy visual effects on anyone who viewed it, which made it stand out vastly against the rest of the artists, as well as bring in a whole load of detail that could keep us looking at it for hours. I think the reason that Biskup's work is so successful is to do with the fact that he works with playful and vibrant psychedelic imagery. He creates this work by using a rather diverse selection of media such as silk-screening, textile production and rotocast vinyl. I think looking at Biskup's work has definitely influenced me to experiment with materials more, as well as style, as I think using mixed media in pieces and working with methods that are foreign to me, will help enhance my current style and even create a new one.

On the next day of talks, I got to see an artist that I'd never heard of before. Kimiaki Yaegashi is a well known Illustrator based in Tokyo, Japan. His work is rather simplistic with thick lines and bold colours and shapes. Admittedly I wasn't sure on whether or not I would find his work as appealing as some of the other artists, but I appreciated it none the less. However, once Kimiaki began going through his pieces it was clear that his work was greatly inspired by his heratige, as it included representations of well know Japanese spirits and that is what I appreciated most about his work. He also included his love of western productions, such as pizza, which, as we discovered later at his art show, was very much a part of his shows and gallery work.

The last artist that I went to see, was Austrian street artist, Nychos. I had already been aware of Nychos' work through Instagram and was rather excited about seeing him explain in some detail about his work and why he does it. His work is heavily detailed and focuses, typically, on forms of bodies, and them being almost dissected in order to show all aspects of the figure. In this particular image, it shows a cartoon styled wolf getting his skin ripped off, then his bones split in two as well to show his insides. The images are always quite segmented and orderly which fits in well with the places they are usually sprayed upon, such as office or industrial buildings  and I think his work has inspired me to start trying out this style of art. Where I should concentrate on content and how I can make images such as this blend in well with their background.

Whilst in Berlin I also came across the work of Jeff Soto, who I had researched previously in my two years doing the Foundation Degree and for me it was rather surreal to see one of his pieces in real life. Although the image isn't really clear, you can see the amount of detail and effort that have gone into this piece, especially in the face and eyes where a huge amount of shading and highlights have been used, and it made me fully appreciate the time and effort it must take for street artists to create such heavily detailed work, in a short space of time and with the canvas being such a strange platform to work on.

Over all, the 6 day trip to Berlin was probably something I'm never going to get, and definitely worth the two hours of sweaty anxious hell that I endured on the plane there. I literally cannot wait for next year and I think with more confidence and research into a number of the artists, I'll be able to communicate to them better and possibly engage them in some sort of conversation. I also had so much fun exploring the city as well, because not only is it a rather easy city to get around, it is teeming full of culture and passionate people, and it's definitely somewhere I want to go back!


 Character "Selfie," gallery in an abandoned building!




























Oh, and we also went to an aquarium where the entry required an awfully awkward family photo:



Sunday, 5 January 2014

Christmas Holidays - Illustrations!

In my spare time I was able to get down a few ideas I had for some of my own work. 
One of the ideas I put to work was a "Skinned Animal" piece, which I want to make into a series of work that would include a vast amount of different animals.

Here, I have created the drawing of a skinned cow atop of the models head, the eyes are missing, and originally I wanted the model to have the eyes of the animal, (I wanted to do the same with a deer and a wolf) and also took a lot of inspiration from Native American cultures. 




I also went onto using parts of the animal anatomy to create another piece.
The piece I named Octodreads, is aptly named because of the morphing tentacles going into the girls head.

I also went and created a piece that focused more on actually painting my images rather than creating more "airbrushed" looking pieces.
Straight away I found it a lot more challenging, but also more entertaining when it came to coloring. And i also feel as though this would be a step forward in my illustration skills.



Thursday, 24 October 2013

Project 2: Group Work / Animation Techniques - Rotoscoping/ Evaluation.

Playing Chinese Whipsers with Animation.
This was an exercise created to help us see how adventurous we could be when creating characters and putting them in motion.  As an experiment, the class decided to create a full cycle animation, using separate frames of an individual animation in itself. To begin with, we each started to draw a character, and inked it on the same page. After we did this, we then went over to the light boxes and passed each image to the left, meaning that the person to our left would be tracing over the image, but altering it slight as they did, in order to create a new frame. We all wanted to stretch out our morphing skills as far as they could go, ans as a result, created some rather obscure and disgusting outcomes!


7 Animations; 7 frames each.




Evaluation: 
I am really pleased with how this animation, as a class, worked out. Usually when it comes to drawing I love to have complete control over what I'm creating, and giving out my work for the rest of the class to enhance and build upon was definitely something of a trust exercise (or not in some cases.) We also were given this task to do with a limited time, which explains why the over all quality of the animation isn't to the best it could be. The way that totally different art styles have come together and made a pretty smooth metamorphosis series, shows how blending peoples' work together and exercises like this can show how someone can adapt to change create their own versions of something, to make a great outcome. 

Monday, 14 October 2013

Project 2: Week 1 Plan - 14/10/13

Project 2: Alternative Techniques.
For this project I have been given the task of using alternative techniques in order to create cycles of my character's walk. I will aim to use this time to show specifically how my character will move, and emphasise any qualities he has which may affect how he moves, such as his belly or his tail.

Monday, 14th of October:
This week I will be concentrating on looking at different methods of creating movement in animations, looking at both commercial and independent animations/animators to get a clear view on how both end of the industry work with regards to audience, colour schemes, and story lines of their animations.  


Days:
Monday 14th
Tuesday 
15th
Wednesday 16th
Thursday 17th
Friday 
18th
Saturday
19th
Sunday 20th
Work to Complete
Begin research on animal based animations. 
Look at independent animations from smaller companies. Also look at all genres, not just animals.
Pick between 5 - 10 animations that relate to what I'm going for. 

Look into more comedic roles in characters such as Carrot and Stick - Joel Trussel
CAD Session & more research for blog alone. 
Documentation. 
Reflection.

Sunday, 13 October 2013

Project 1: Character Design/ Final Pieces/ Evaluation



Before I decided on anything to do with my character, I tried my hand at a brainstorm to try and figure out what kind of animation story sounded best for me. I ended up choosing a mixture of two storylines, which were The Quest and Voyage and Return. It seemed that although they were the most likely to be popular out of all the options because of its simplicity. But I also felt that it would be the one that worked best for me. As soon as I decided on “Quest and Return,” I began think of random scenarios that would fit the chosen storyline. I had a number of ideas which all differed, but they all had one thing in common, the small overcoming the mighty, whether they be living things or metaphors, the “unlikely hero” was a story I wanted to stick with.




I eventually decided I wanted my character to be living, but not human, as I found that i tend to over-do human characters and I should go slightly out of my depth. I began to research animations that had an unlikley hero as the protagonist, which turned out to be literally every animation, so I had a lot of choice.
I ended up sticking to Disney for a while, as they had a selection of heroes and sidekicks who were deemed “unlikely,” and some of those were Dumbo, and his mouse friend, Meeko from Pochohontas, Flounder from the little Mermaid, The mice from Cinderella and the majority of characters from Whinnie the Pooh.  I also spent time looking at non-Disney related animations as well, such as “Please Say Something,” by David O’Reilly, the character Bartok from “Anastasia,” produced by Fox Animation Studios.

I was rather taken with how mischevious and anti-hero like Meeko was in Pochahontas, as he was mostly just ineterested in his tummy. He reminded me of Scrat from Ice Age, who only manages to follow the story because of his hungry for a large acorn. And from this I took away that my character should be something like a scavenger, someone who doesn’t really care about the dangers that they are in because of how hungry they are.
So from there I went on to look at characters that are specifically scavengers, such as the characters in Over the Hedge, Meeko from Pochahontas, Whinnie the Pooh and Gus from Cinderella. Who all
had rather similar qualities and a kind of care-free nature that makes them lovable, bearing in mind how much trouble they cause. I then went on to draw innitial sketches or what I thought the character should look like.


I went on to draw up my character digitally using Paint Tool SAI, using a freehand pen styled tool, to do a dark green shaded outline and I then used a textured brush to create the look of fur all over his body. I added shading using a stylised brush with jet black colour on a layer opacity of 21% which I felt gave the character a lot more depth. I went on to add a few facial expressions, which were copies of the original faces, which were then drawn over and edited to make a variation of differing emotions. These emotions ranged from happy, sad, angry, scared, shocked and embarrassed. I feel as though these expressions are rather successful because of how obvious they are, and considering my character has no mouth, all of the emotion remains in the eyes and eyebrows. I then started designing a background for my character board, I knew I wanted something very simple, and rustic looking, but it would still stand out against both the white background and my character.

I began by drawing a simple large circle that was the same height as the canvas. It was a moss shade of green which I think worked well to create a woodland theme in my character board. I then used a

textured brush which looked like broken chalk to draw in a selection of trees, both thick and thin, which made a spooky looking forest effect for the background, and the more pressure I applied to the pen tablet, the whiter and clearer the lines would be. I then added swatches of colour that had been used throughout the image as pantone refferences.
On the whole I thought this character would work rather well, his emotions can be defined easily enough, he’s simply done, and he’s very cute. But over all I still wasn’t very happy with how he turned out, and thought he looked more like a squirrel than anything else. So this is where I chose to do a 180 and start my character again, I knew, at least, that I knew what I wanted my character to look like and had the backing research and ideas to go along with.



I re-drew my character, this time with a change in the eyes and style, he would be more detailed still in a simple way. He had stronger and more defining lines, as well as being slightly chubbier, making him seem, straight away, as though food has a large role in his life and the main focus of his adventures.



I was a lot happier with these versions of my character than the previous ones, and once I added stripes to his tail and made his eyes black, it was much more obvious that he is a raccoon. He looks much happier and not so much typical Disney character, but more stereotypical for what I was planning to do with my animation storyline. This way I could also make my other characters all fit the same style in their own way. Instead of using the traditional front side and back, I’ve added an inbetweener so that the character displays more of himself to give the viewers more to look at. I also didn’t do an original sketch of the backside of him, instead I copied and edited the front drawing of him, making all his dimensions equal and in proportion, and found this was very effective in making everything stay the right shape and size, and much more simple than having to measure out.

Final Pieces: 


I then went onto lining and colouring my character board, now that I was happy with how my character looked. I re-used the background from my previous character board, as I thought that part was still very successful, and it contrasted well with the characters colours, making him more defined. This image shows roughly how I went about colouring him in,  where I applied the base colour and then added in overlaying colours with fur textures and blending tools, making him look a little more dynamic. After I had finished the drawings side of my character board, I went onto using the information I had created about my character, to fill in the blank spaces and give him more of a back story. I used his name, age, gender, strengths, weaknesses, beliefs, profession, diet and habits. With this information and the colour scheme added to the board, the final piece looks full of information, both visual and textual, which gives my character life and another dimension. I also selected a font called “Wolf’s Rain” which, I think, looks quite scratchy and jagged, which fits in well with the woodland and scavenger theme.
I then went on to creating the emotions of my character, and to do this I pretty much copied and pasted a
number of the raccoons faces from the front view, onto a new canvas and used a various amount of brushes to go over, cover, or open up his eyes, which is where most of his emotion comes from seeing as he has no mouth. I did find, however, that on some emotions such as drunk, silly and flirty, that it would be best for me to draw in a mouth so that the emotions could be defined better and not mixed up, which they easily could be. I found that this was very effective, when using just the eyebrows to show emotion.
The final and finished version of my character’s emotons sheet is, in my opinion, quite successful. The background works well against the colours of the character, which make the motions and the colours stand out great. I chose to label the emotions of my character, as the top three emotions are rather similar, and it would work better to label them all, and point out which ones weren’t as clear. My favourite emotions on this piece are “Silly” and “Annoyed,” because they show the most emotion, and aren’t ordinary, more common emotions like the rest. Once I had completed this, I went onto creating the more dynamic poses of my character. In these images I tried to make him have a bit more of an animal structure, than a human one, and I felt that this was a success because of how much more character it gave him. And it also made him look a bit more like a cirtter, and a scavenger than an unrealstic raccoon. I also chose to leave some of the designs blank, and showing how they were structured, which worked well and showed what thouhts and processes went into which part of him, making him come alive more. I also chose to colour in one of his designs, the biggest one, to show his colours, and how light and shadow would effect his fur and texture. This, I found, was a very good idea, as it gave my character the depth he needed to be taken more seriously and for the board to look more professional.















Evaluation: 

Overall, I am very pleased with how my character boards turned out. I put a vast amount of time into the original idea and wanted to keep it so much, without completely changing the storyline. I feel this version of my character looks a lot more defined, and has so much more character after being recreated to fit a more realistic style. The background, layout and text in all of my character boards fit well into one theme and differ enough to be distinguished, but not enough that they arent recognised as a set. If I were to change anything about this piece, had I had enough time, I would’ve used actual hand drawn sketches in my “Dynamic Poses” piece instead of using images I’d drawn out digitally.