Visual Design
Happy new year everyone, new year means a new term
and to kick-start this term off we have been introduced to the preparation of
the village character project via a so called a crash course in anatomy. In
visual design our tutor Mike Kelly ran us through the general proportions of
the basic human body from normal to idealistic to fashion and finally heroic.
These teachings were based on Loomis' idea of how
the body is composed. I have briefly studied these proportions before however
this has always been a struggle of mine as I found it hard to understand and
find differences in the body depending on which head size it is. I always found
Loomis work as you can see above as a foundation to my knowledge yet I never
fully understood what the artist was trying to illustrate. However, with
Kelly's class via his live teaching which really dissected what Loomis was
trying to say in his image above I started to gain a better understanding as to
how the body is composed.
This boosted my confidence in attempting character
especially due the information I received about the neck length being about the
same height as the distance from the nose and the brow. The neck has always
been something I've struggled with when it came to figure drawing and with this
bit of information it pushed me to explore my own characters and not only this
but explore human anatomy more in preparation for the upcoming village project.
Additionally in visual design to put our new knowledge
to the test we analysed a few figures and broke them down via heads. The
intention was to see how the artist has used this system to keep the
proportions in check, as well as analysing how each part of the body may relate
to each other and finally the actually visual reasoning behind the choice of
heads.
From this exercise, I found that the higher amount
of heads an artist uses the more powerful/stronger and sometimes intimidating a
character can look depending on its context. The same goes for the opposite an
artist may use less heads to deform a character making them look less
desirable, weak and weedy or sometimes quite cute. As seen in the example of
Mickey Mouse below.
One notices that unlike the character Mister Freeze's
character which is about 8 heads Mickey Mouse is composed of only 3 heads to
convey his cuteness and make him more approachable which fits in with his
context and his audience of younger children who would be drawn to cute and
approachable. Whereas, Mr Freeze's character is supposed to represent power and
intimidation due to the nature of his villainous character hence the artist has
made his proportions to 8 heads high and exaggerated his shoulder length to
about 3.5 heads to make his shoulders more broader and really assert the power
in the character.
Personal stuff - extension of visual design
Personal stuff - extension of visual design
Using my newfound knowledge of anatomy, I decided it
would be best to put this to the test by concepting a character design for a personal
project. I wanted to practise using the 7.5 heads system to get more accustomed
to drawing more realistic human figures. However looking back, since this
character is designed to be a heroic character I would design this character
with the relative size of 8-9 heads tall according to Andrew Loomis' teachings
to achieve the look of a powerful hero.
One of my goals for this character was to test out
what my tutor told me about neck length and see if this translates well when
the neck is moving. For some reason in the image above, I found that there was
something off about the neck and how it moves and its length in my drawing, and
as a result, I decided to test Kelly's theory on neck length. I did this by
measuring the distance of the eye to brow in many photos as well as one
illustration (which looking back was not a wise decision as artists may exaggerate
features subtly and therefore I am getting bad and inaccurate reference). I
found that from this as you can see in the image below this measurement does
not hold up quite right, especially when the neck is looking up.
However, I would propose another measurement
instead of the chin to the top of the sternum being the same distance to the
brow and the base of the nose since the chin may move up. I would propose
thinking the skull/ head as a box and think about the back corner of the box as
a measurement to use as you can see in the image below. I hope this measurement
proves to be somewhat accurate, as this would help with my figures very well however,
this is something I feel I would take with a pinch of salt.
Additionally the image above represents my attempts
to study anatomy particularly, the facial planes as well as arm muscles anatomy
to improve my figures as well as understanding how I could improve my rendering
in portraiture. By drawing out these objects, this allows me to work out how I could simplify this and
remember these features as part of my visual tool kit. Below are more examples of anatomical studies
focusing on facial ones, which I believe will hopefully let me better
understand how to create facial expressions and how the face contorts by studying
what muscles move to create faces.
Using this information, I applied this knowledge to
a few portraits I did of people when around Leicester. In visual design, we
were tasked with taking pictures and recording visually interesting faces
around Leicester. This was because as studying game artists we seem to limit
our character designs as people around our age therefore to break the habit we
were instructed to find older people who may serve as basis for our characters.
Life Drawing
In life drawing, we continued to record the figure
via quick sketches some with continuous line and with our less dominant hand to
get us to record the figure in a gestural way as well as think more about what
I am recording down visually. In addition to this, we practiced more on
measuring via the heads system. Using Kelly's information this aided my figure
drawing during this session as I started to understand how exactly the model
was built up.
Game production
In game production to prepare us for the upcoming
village character project especially the modelling stage we were tasked with
modelling a low poly woman via strip modelling.
I've had some experience with strip modelling
before, however this task really pushed me to experiment with the capabilities of
it. In addition to this, during the task we were shown how to use the symmetry
modifier. Using the modifier we were shown how one might go about modelling
characters efficiently.
When modelling this character I was supposed to
follow the topology of the orthographic however, at the time I did not know
this therefore I modelled this with my own insight.
As you can see in the image above the topology of
my character isn't quite right. It doesn't loop around and it's not quite
smooth. This would cause problems if I were to rig or animate my character as
the topology would not be clean enough and would become deformed. From this experience,
I have learnt that perhaps it would be best if I were to investigate achieving
clean topology on organic models in the future.
Critical studies
During critical studies, we were given a talk on
how we can move forward and prepare for the second term. I will explore what we
have learnt and my goals for the future in the next blog post.
Other work
Character concept for a stylised monk warrior as well as just general practice with human figures |
20 MIN digi sketch |
Quick digital painting of monk character - If I have some spare time perhaps I will go back to this and iterate more on the costume and look of the character |
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