My Concept and Character Art showreel for summer 2015
sheepfilms

❣ Chile in a Photography ❣
almost home
Game of Thrones Daily

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Origami Around
Claire Keane
Noah Kahan

oozey mess

Discoholic 🪩
todays bird

Love Begins
Monterey Bay Aquarium
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The Bowery Presents
YOU ARE THE REASON
Xuebing Du
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pixel skylines

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seen from Italy
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seen from Chile

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@eelmaster
My Concept and Character Art showreel for summer 2015
Walkthrough tutorial of creating particle emitters in Maya. I learned a similar process in After Effects so it will be interesting to apply the same knowledge to Maya.
Dragon model using mudbox dinosaur base :D I had so much fun with this
Balto - Kristof Serrand
Rough WIP of an animation of my character, Taluns, falling injured from a fight. There's a few things like anatomy and transitioning that I need to fix but I'm happy with the rough look of this so far. Next stop, cleaning and colouring.
Playblast problem fixed thanks to Beth! She pointed out it was an issue with my render settings causing the video to become corrupt when saved. Wish I had time to apply the infinite cycle, as it plays back quite fast, but for now I'll leave it as it is, as I learnt enough from this one attempt.
We had a few ideas revolving around the concept of dinosaurs / dragons. A few included a mama dinosaur and she hatched an egg but it wasn’t a baby dino that came out of it. Another idea we had was two other dinosaurs tried to snatch an egg from a dino nest and the mama would come out of no where and stomp on them :) This is a storyboard that Jordan done for that concept and pitched it to the team :) I thought it was pretty cool!
I forgot about this pitch! I was pretty find of this goofy idea, I still have the preliminary sketches that inspired it. Fun to work on but not what we needed for this project.
Tutorial: Expressions~
First off, I gotta start off with the typical Disclaimer.
*ahem*
This is a tutorial based off of MY knowledge and MY experience. My advice is just that, advice, and is not is anyway, shape or form, absolute. I am still learning and do not consider myself a professional or expert. Look at other sources, look at other materials, expand your inspiration, don’t just look at this tutorial and call it good. And most importantly have fun~
Alright, with that out of the way, before I can get to the actual expressions, we need to discuss an important concept known as “Squash and Stretch.” You’ve probably heard of it before. Squash and Stretch was a method that was invented (I use this term a bit loosely) by Freddie Moore, a Disney animator from the 1930s to 1940s. He was the animator for the Dwarves in Snow White and he gave these characters a spongy flexibility that made them feel more real and gave pliability to the face that made them come more alive.
Even outside the world of animation, Squash and Stretch is essential and you’re going to squeeze much more life out of your characters if you understand and are willing to push the weight and flexibility of their faces. This also doesn’t only apply to cartoons, look in the mirror and make funny faces and strange expressions and you’ll notice how squishy your face is.
The next concept to be aware of is the Acting Elements of the Face. This is a concept I never really thought about until I read Tom Bancroft’s Character Mentor, a book I have recommended many times. The Acting Elements are the basics of character expression and focuses on breaking down the elements of the face in order of importance to properly communicate an expression to the audience. These are not set in stone and a lot of times their order can be switched around depending on the expression. This is the default order Bancroft uses in his book:
1) The eyes
2) The eyebrows
3) The mouth
4) The neck
5) The nose
I’m not going to go into much detail about this; otherwise this tutorial will run on forever, so DEFINITELY give Character Mentor a look for a better understanding.
Here are some expressions I whipped up, notice the different ways each of the above elements contributes to the overall expression. Try to identify which element is strongest in each one. Also notice how some elements repeat (such as the use of the eyebrows in the bottom two) but they’re still different expressions.
I personally find that I always build from the eyes out when building an expression. Ever heard the phrase “The eyes are the windows to the soul?” well guess what? THE EYES ARE THE WINDOWS TO THE SOUL! This is why people look away when their embarrassed, why their gaze shifts when they’re lying, why their eyes grow wide in awe. It’s what makes a hero seem cold when they hold their gaze at the display of heartless behavior or gives a villain a moment of redemption when they turn away from a cruelty.
Part of the reason why Glen Keane’s characters are so incredible is the way he expresses a character through their eyes. He says “If you’re going to make a mistake, don’t make it in the eyes. Because everybody’s looking at the eyes.” He creates these characters that are filled with passion and before that passion translates into body language or into an expression, if bursts out through the eyes.
Remember when I brought up that the order of the Acting Elements is flexible? As I said, I tend to start with the eyes when expressing and character but sometimes that just doesn’t “work” with the character. Take a look a Max, from Cats Don’t Dance (if you haven’t seen the film, I highly recommend it, even if just for the animation). His face is almost ALWAYS in the same position, with the same expression, completely stiff. The only thing that moves is his mouth and it’s animated in a way that is both comical and intimidating! This is a common theme with his character, fluid motion against unmoving bulk. It contrasts and guess what? Contrast creates interest! <——Remember this phrase, because it applies to everything!
Next, pushing your expressions. Don’t be afraid to add that extra “umph” to a characters expression. Unless you’re animating, you don’t have the luxury of constant motion and steady frames, so make the most of a scene, make it clear to your audience what your character is feeling. Check out some of these simple examples below.
Now some of you probably thought the first expression was better than the second. And you know, you may be right! Sometimes a subtler expression speaks volumes more than a more obvious one. It’s important, however, to understand to how to make the most use of your character’s face. But in the end it all boils down to the character. Which leads me to my final segment of this tutorial…
A character should express themselves through their emotions. Just like costumes, colors, body language, etc. expressions are ultimately a tool used describe a character, to visually tell a story about them. When dealing with different characters, try to avoid “recycling” expressions, ESPECIALLY in the same scene/picture/moment. A good exercise is to draw two or three different characters with the same emotion but give them different expressions.
Or better yet, draw them reacting to the same situation.
Your goal should be to make each expression true to the character. Their expressions should tell the audience something about them. The same way you might bold a word or phrase to emphasize its meaning, a character should express themselves in ways that emphasize who they are.
This car reference sheet is from a Japanese animated movie called Jack and the Witch, released 1967. Even though I have not seen the movie, I was drawn to this car design. It's certainly got character, with some interesting shapes and details. It would be cool to model something a bit more off-key than the modern cars, so I'm looking forward to implementing these ideas.
OK. So this was our final outcome. If i’m honest? Very very rushed. Argh. I’m not happy with it at all. But at least it’s something, right? Animating this thing came down to me and Dan. A lot of the textures need fixed as the uvs messed up on me where I was rushing to re-do the scene. A colour / texture was never chosen so we just kept the one that I’d added as default. I done all the rendering and editing and titles. This was a learning curve. Definitely. Communication skills weren’t the best and team work was a bit touch and go and some parts but hey. It was definitely a lesson, both academically and socially. Hopefully get a chance to touch this up BIG TIME over christmas. Got quite a bit of critique swell but most of it was stuff that will help us improve which was definitely taken on board :) anyways, here’s our final animation… Jumping Jacks.
I agree with Shelley's viewpoint on this. We learned a lot, but it could've been better. I think a lot of stress was put on Dan and Shelley, so we acknowledged diving work more equally in future projects. It's sad because Shelley and I had some nice ideas for Flash animations and after effects simulations to add to our animation, but due to time restraints and setbacks with rendering I never got the chance to do that. Time management is one thing I need to improve on, personally.
The amount of error messages I receive on Maya 2015 is discouraging, perhaps the reason why it runs so slowly on my laptop. I'm just hoping this won't affect my final outcomes for the Creative Strategies project, seeing as I've already had trouble with playblasts. Hopefully going to find some answers this morning.
So, I took the textures that Tena made for us and I textured them onto some blob shapes. (I didn’t have Dan’s models at this point as he was still rigging them) I just wanted to get the idea of what the textures would look like and colours and stuff. Not only so I could get an idea, but so my indecisive team could hehe! :) we already had a battle with one another against colours so hopefully this helps. I also took some of Tena’s textures into photoshop myself and tried to alter them a bit also to get different shades and tones to see how that’d work :)
For some reason when I try and upload a playblast of my zombie run cycle...THIS HAPPENS??? This is unsettling and bizarre, any advice on a fix?
Accidentally clicked "Render current frame" when finishing of the zombie run cycle, and without a light source he appeared as this funky silhouette against my reference. It makes for a neat stylised image, even if accidental.
My summary of 2014! A LOT of dragons this year I guess (Or at least all my favourite pieces were dragons) Notice the lack of work in summer…too much holidays x_x Pretty content with my progress this year for once. Here’s to more learning and improvement in 2015!
Some photographs taken exploring the abandoned linen mill in Lisburn. Fires destroyed most of the upper building, but there's still a lot to see. With intact balls of thread, machinery and clippings from newspapers about The Troubles, it creates an eerie atmosphere and doesn't seem as if it's truly forgotten. I was hoping to use these as a basis for some concept art projects, but due to deadlines it doesn't seem like it will happen. Posting for reference though.
Interesting read from some of deviantart's most recognised professional artists and freelancers. Insightful and motivating, it's a good read for anyone thinking of going into the illustrating/concept side of things! It sure made me think :)