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Character Design 2: Primer

Character Design 2: Primer
What makes good character designs for animation? This is a difficult subject. The real answer is a talented character designer who understands character. Not every great animator is a good designer. If, however you do have the rare gift of design, and you are an animator who understands character then you might be aided in having a discussion started. Design itself - in any medium requires purely an aesthetic sense of balance of pleasing shapes or forms. An architect doesn't set out to make a building that has a distinct funny personality. 1 Functional Form - construction:An animated cartoon character benefits the animator greatly if it has an understandable, mostly logical form. This giant is not really a design. We have to be able to move the forms around in space and if the forms don't work from different angles, are sloppily constructed, the animation is wobbly and unstable - unless we use cheats to get from one disconnected mess of details to the next. Simplicity Can Be Moved Easily Related:  CHARACTER AND CONCEPT DESIGNConcept art

Flat = Funny and Depth = Dramatic One of the most basic and perplexing challenges a board artist faces is how to get the desired emotional response from the audience. Many times people will board a dramatic and serious scene, only to find that when they pitch it to a room full of fellow board artists, the audience doesn't take it as it was intended and breaks into laughs instead. Or vice versa...a board artist will pitch a scene that's meant to be funny and the room will be totally quiet, with no laughter happening at all. A big part of what makes us feel like we should laugh at a scene or take it seriously is the visual cues that are used within the sequence. These are examples from two comedies: "Little Miss Sunshine" and "Nacho Libre". Bright colors are a good visual cue to tell us that a scene is supposed to be funny. By contrast, here are some dramatic scenes from "3:10 to Yuma" (the modern remake), "Touch of Evil" and "The Verdict". These are markedly different from the comedic examples. This makes sense.

January 2013 Gearbox has been at it for a few years with Aliens: Colonial Marines, and I'd go as far as say that this game's been stuck in development hell, with it's development cycle starting around 2006. The concept for the game is solid, with a plotline spanning between the events of Aliens and Alien 3 regarding a search team with orders to investigate the U.S.S. Sulaco and figure out what happened to Ripley, Colonel Hicks and the rest of the team dispatched to LV-246. But then came this 'Kickass trailer,' which has raised quite a few eyebrows among fans and even Gearbox employees alike. From a marketers perspective, their job is to appeal to as many people as possible in order to sell as many copies as possible, yet this borders into gray area when the title gets marketed as something it is not. Compare the above trailer to the actual story trailer released a few weeks earlier, above.

PRODUCTION ART - Model Sheets, Production Drawings & Others Pages Sweet Home PRODUCTION ART - Model Sheets, Production Drawings & Others Posted by: Nagy Péter Adam and Dog (2011, Short)Afro Samurai (2007) Akira (1988) Aladdin (1992)Allegro non troppo (1976)An American Tail (1986)Animal Farm (1954)AristoCats, The (1970)Atlantis - The Lost Empire (2001)Balto (1995)Bambi (1942)Batman (1992, TV Series)Beauty and the Beast (1991)Bedknobs and Broomsticks (1971)Bee Movie (2007)Beetlejuice (1989, TV Series)Black Cauldron, The (1985) Blood: The Last Vampire (2000)Bolt (2008)Brave (2012) Castle in the Sky (1986)Cats Don't Dance (1997)Chico & Rita (2010)Cinderella (1950)Cool World (1992)Coraline (2009)Corpse Bride (2005)Corto Maltese: La Cour secréte des Arcanes (2002)Cowboy Bebop (1998, TV Series)Croods, The (2013)Darkwing Duck (1991, TV Series)Despicable Me (2010)Dumbo (1941)Emperos's New Groove, The (2000)Enchanted (2009)Ernest et Célestine (2012)Fantasia 2000 (1999)Fantastic Mr. Email ThisBlogThis! 55 Comments: Juan Carlos Valdez said... 3/22/2011 4:43 am

5 Fundamental Skills Every Artist Should Master As an artist, your job is to immerse your viewers into a world that you have built and guide them safely through it. Artists have much in common with storytellers. Storytellers have several tricks that they use to keep their readers coming back for more. The most important aspect of art to me personally is the composition. This is the simplest and most used composition technique, one that I use a lot myself. The main idea behind this is to place your most important element/object on one of the intersections where the lines converge (the +'s), as well as along or near the vertical line of wherever your focal may lie. It is believed that when this is used and your subject/focal sits on one of these spots, it creates more interest in your picture rather than having it centered. In contrast to what was stated above, this particular composition sets the focal point directly in the center of the picture. Everything has a perspective. So, what do I mean by them being able to read properly?

Concept Art Materials Welcome to YouTube! The location filter shows you popular videos from the selected country or region on lists like Most Viewed and in search results.To change your location filter, please use the links in the footer at the bottom of the page. Click "OK" to accept this setting, or click "Cancel" to set your location filter to "Worldwide". The location filter shows you popular videos from the selected country or region on lists like Most Viewed and in search results. Loading... 1 9:50 How To Set Up For Gesture Drawing by Cre8tivemark 12,089 views 2 9:00 How To Warm-Up For Gesture Drawing - Part 01 by Cre8tivemark 86,545 views 3 8:17 How To Warm-Up For Gesture Drawing - Part 02 by Cre8tivemark 30,846 views 4 17:37 Little creatures Part 1 of 3 by digitalbobert 28,801 views 5 16:04 Little creatures Part 2 of 3 by digitalbobert 15,661 views 6 [Private Video] 7 2:53 How To Draw Comics The Marvel Way part 2 by webfox100 95,367 views 13 [Private Video] 33 3:00 Bruce W. About My Stuff by Sergey Berengard

little girls R better at designing heroes than you Little Girls Are Better At Designing Superheroes Than You is a project where superheroes are drawn based on the costumes of young girls. This submission is drawn by the talented SaEun Moon at This submission is Amazing Girl! This submission is Leopard Girl and her sidekick, Mouse Girl, drawn by the talented SaEun Moon at Little Girls Are Better At Designing Superheroes Than You is a project where superheroes are drawn based on the costumes of girls. This submission is Super Z and Super L. This submission was kindly drawn by the talented artist, Angie, of Angie Arts! Prints Available Just to let you know, if you’re interested I now have some Little Girls Are Better At Designing Superheroes Than You prints available. Unfortunately, they are limited to images I actually bothered making in high-res (so not much of the early stuff, sorry!!) Thanks for following~ Unfortunately, the evil Dr. Say hi to Super Baby Princess Sophie! How sweet

Ten Things to Think About - #9 Eyes ~ Thinking Animation Blog 10 Things to Think About - from the book Thinking Animation by Angie Jones and Jamie Oliff. This is one of the lectures I use at the online school I created this list for my book Thinking Animation to help animators create a clear and solid message with their work. I will post the 10 Things to Think About over the course of the next 10 weeks. ~Enjoy! #9 Eyes: (This particular lecture is much longer when I teach. Basic Notes on animating Eyes: Eyes are windows into the soul and the soul is controlled by the mind.Eye darts and glances tell more than any other gestures in the body when used in the right place in the scene. Overview of Eye Movement: Never animate without a reason! ...eye shape: when the iris moves around the eye the lid cuts across it changing its shape from round to oval. ...lid shape: The lid itself changes shape as the eye line changes and the brow pushes down on it with emotional poses. ...blinks: Never blink unless there is a reason! Eye Darts: Squinting:

Character Costume Pencils, Pixels and the pursuit of Awesomeness By Bryan Tillman Now I want to talk about shapes. I know what you are thinking: Well, I’m glad you asked that question (if you didn’t, you should have). So what do you see here? Stability Trust Honesty Order Conformity Security Equality Masculinity These are the most common things people think about when they see a square shape. Here is an example of a square shape being used in character design. What do you see here? I don’t know how many triangle people or character designs you have seen, but the triangle shape is present in people’s faces. Let’s do one more for good measure. What do you see here? Can you think of some of the meanings behind a circle? Do you see the circle shape in this character’s face? Some students have told me that these meanings aren’t really the focus of a character. Excerpted from Creative Character Design, by Bryan Tillman. © 2011, Elsevier, Inc.

Character Design The use of Silhouettes in Concept Design Silhouette thumbnails are among the most helpful and productive methods of design when it's necessary to produce a large quantity of variations of concepts within a short period of time. It's not a method used by all concept artist and it's certainly not a necessity to design a creature or a character purely based off of a silhouette shape. That doesn't go to say that all designers don't subconsciously focus on shapes and designs that make a strong impact on the viewer. We often refer to a silhouette as a black outlined shape, much like a shadow. This doesn't always need to be the case, as a simple line sketch or simple shades of value can still provide the same effect and are just as efficient. Whether consciously or subconsciously we are always designing through the use of interesting dominate shapes that work well together. (Note: Designs by Ben Mauro, copyright Sony Pictures Animation) Ben's work can be found at The Art of Ben Mauro (Note: Artwork below is by Feng Zhu)

Facial Design