Showing posts with label LO #3. Show all posts
Showing posts with label LO #3. Show all posts

Tuesday, 4 April 2017

First Blog Evaluation.


This is a short blog post to sum up what I have learnt over the past several weeks for the first three learning outcomes. I will be reflecting on the work I have done and using it to understand what direction my work will be taking after this point.

What I have learnt.

Firstly I have learnt a great deal about basic character design principles and some of the terminology used to describe different aspect of character design, (eg, presence, gesture, shape language etc...). I have come to understand how important it is to create a striking character design that immediately appeals to someone viewing it and how not to make a character feel unappealing and generic.

I have also learnt the many differences between character design and creature design and where these overlap. There are a lot more principles to take into account for designing a character than just a creature, but all principles of creature design can also apply to your character.

I have learnt a great deal about anatomy, though perhaps not enough as I will elaborate on shortly. I at least have a fundamental and basic understanding of skeletons and the muscular system in humans and animals as well as many adaptations of vertebrates and invertebrates. I can create a skeletal and muscular system for a fantasy creature without too much difficulty.

Lastly, I have learnt a great deal more about ZBrush and how I can use it to speed up my workflow. Dynamesh is a very fast and powerful tool and I have been using it a lot. I now also understand Zbrush's strengths and limitations. On top of this, I now understand how to blend the elements of Zbrush and Photoshop to create a high-quality end product.

What was valuable.

It is very difficult to say exactly what was valuable without resorting to "everything I have learnt so far is valuable". But to be more precise, the most valuable lessons have come from what I learnt in "Zbrush Creature Design: Creating Dynamic Concept Imagery for Film and Games". Many of the other books I took out were good to give me inspiration or to fill the gaps in my knowledge, but this book alone gave me a fast and concise lesson for every single one of the first three learning outcomes, especially on the Zbrush side of things.

That's not to say that every other book, video and audio piece relating to character design didn't help, because they did. However, some were a little on the time-wasting side and others just summed up what I already knew.

What was not valuable.

I don't want to say that nothing was valuable, but perhaps there were times that I didn't need to do as much work as I did. This includes when I decided to draw all of the horse breeds just to try and hammer horse anatomy into my head or when I went through the Loomis books and drew the same figure three times over. I did learn from these, but perhaps more than I needed to which ended up tiring me out and making it harder for me to learn more as a result. A few of the books weren't really worth reading fully, either. These include "Fantastic Beasts and Where to Find Them" which didn't contain illustrations of creature designs.

What problems I have encountered.

Other than minor bugs with Zbrush and the occasional bout of burnout, my biggest issue has to be time. This pertains to both managing time in that I have not been very efficient in maximising my study time and that I feel that there simply hasn't been enough time to learn everything I need. A lot of artists say that you never stop learning, which is true, but that's never an excuse for having extremely weak fundamentals. I am talking mostly about anatomy. This is somewhat a catch 22 situation. I spent a previous paragraph complaining that I spent too much time agonising over anatomy, but I still feel like my sense of anatomy isn't strong enough to be "industry standard". If someone points to a muscle, I probably wouldn't be able to remember the name of it. I certainly couldn't draw an anatomically correct human figure from memory, either. Perhaps it is that the time spent doing the negotiated skills module wasn't enough to fully learn and understand anatomy. It is better than it was a few weeks ago, but perhaps only marginally.

How has the learning informed the final learning outcome.

The knowledge gained from the first three learning outcomes has helped me understand just how much work I need to put into the final book in order to complete it. It has helped me pull together my ideas and solidify my character designs so that hopefully, the final product will be of a very high quality. It has also helped me understand that I shouldn't overwork myself and my ideas.

Tuesday, 28 March 2017

Misc. Studies 2

 I've recently been doing a few studies to help me think about my work. Now that I have narrowed down my scope, I have come up with the first concept for one of the creatures I wanted to include, the falkerdeer.
 
 
Attempted to draw a figure from memory. 
 
Goblin concept.
 

 
Misc. sketchbook junk.
 
 
 
 
Below is a Zbrush "sketch" which didn't take me long to do. I did this before I did the hobbler troll to get me used to using Zbrush again.
 
 
 
A picture of Rio done for a mother's day present.  
 
 
Another attempt to do anatomy from memory.
 
 
And finally one of the species from GG - the honey dragon - done in the style of the "Gravity Falls" cartoon as colour practise.
 
 

Monday, 27 March 2017

Zbrush project - Hobbler troll

 

After studying “Anatomy for 3D Artists: The Essential Guide for CG Professionals” and “ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games”, I wanted to try out making my first 3D model of a creature. The creature in question is a hobbler troll.
 
Unlike many of the Gretchen Goosander creatures, I have never drawn an initial concept for a hobbler troll before. This is because hobbler trolls do not appear often in the story book and only appear as minor characters. The most I have thought of for the hobbler troll is the following description;

“If you can imagine a humanoid pug with skin like rotting bark, that’s a hobbler troll in a nutshell.”

But I want to be more experimental with this concept outside of just “humanoid pug”. I want to demonstrate the workflow of coming up with a creature concept for zbrush as well as see just how much human and creature anatomy I have managed to remember. This workflow will be similar to what I did with the unicorn girl, only this time I will be using zbrush mostly.

To begin with, I design the creature using thumbnails and sketches. This is recommended in the Zbrush creature design book which gives a number of ways to go about doing this, but I go with old-fashioned pencil and paper since this is quicker for me. Meanwhile, I play music that fits the character (as suggested by the Zbrush book) and I also look at a good number of pug and rotting bark references. Before going into this, I had already gone through numerous books that have helped inspire the design. These are;

·       Arthur Spiderwick’s Field Guide to the Fantastic World around You.

·       The Natural History book.

·       Animals Real and Imagined

·       Faeries

·       The Goblins of Labyrinth.

These books have been created by experienced creature designers, biologists and illustrators such as Tony Diterlizzi, Brian Froud and Terryl Whitlatch and I have learnt a lot about character appeal and design from them. Meanwhile, I am always keeping in mind the character’s gesture, weight-distribution, form, presence, personality and appeal. The anatomy is important for grounding, but all of these other character design principles are probably more urgent and need to be tackled first.
I went through a lot of initial designs for the hobbler troll. The third picture down was the image I ended up liking the most as it was simple and effective, though I still explored other design ideas from there until I couldn't think of any more.
 
 
 
 
 
 
 
 
 
I did the final design in Photoshop and started playing around with colour schemes. I quite like a lot of these, though some are a little bland while others don't really fit the idea I had in mind. The third, 10th and 11th troll designs are the ones I prefer, though I could only go with one for the final design which ended up being the 11th.
 
 
Here are some progression screenshots.
 
 
 
 
 
And this is the final design! I closely followed instructions from the Zbrush creature design book to achieve this and I am happy with the final result.