Delicate Layered Paper Sculptures of Birds and Other Animals by Calvin Nicholls
Crazy paper art!
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@mitulmistry
Delicate Layered Paper Sculptures of Birds and Other Animals by Calvin Nicholls
Crazy paper art!
Just a redraw of a shit oekaki drawing I did when I was 13…. Those soulless eyes will give me nightmares for centuries.
I guess this is where I’m expected to say something inspiring? Hmm, how about:
TALENT IS A LIE AND ART IS A SKILL ANYONE CAN LEARN. As long as you put in the time and effort.
William-Adolphe Bouguereau, Detail from The First Mourning (1888)
Zpocalypse: Survival is back on #Kickstarter and we need your help to make the game of our dreams. #indiedev http://thndr.it/ZOVDM5
Saint Patrice by MitulMistry
A new survival game mixing RTS, rogue-lite, tower defense, RPG and more all while trying to survive a post-nuclear zombie apocalypse.
Please support a zombie game I've been working on!
Portrait Studies
A few portrait studies and process GIFs #portrait #painting
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Environment - City Alley by MitulMistry
Tech Landscape 09-2014 by MitulMistry
Study - Forest by MitulMistry
Character Design Process Tutorial
New Post has been published on http://mitulmistry.com/2014/09/character-design-process/
Character Design Process
Thumbnails
I begin the design process with a general idea of the character’s direction – in this case, the aesthetic of a masquerade ball combined with a mercenary/warrior role. This is more of a personal exercise, so keeping only a vague direction gives me room to explore. If this was for a client or a bigger project, the character specs might be more specific and I’d adjust the process accordingly.
The thumbnails are meant mostly to find some silhouettes that create interesting negative space and define shape and proportion to help the character materialize in space. I try to keep things loose, not focusing too much on anatomy or details at this stage.
Iteration 1
From here, I pick some thumbnails to develop into rough comps. Things are still not really detailed, but there’s enough indication to be able to show these to a client or an art director to help guide the direction of the process.
Iteration 2 – Variations
Once we’ve decided on a comp, I’ll create some variations to give the client some more options. This is a continual process of exploring different ideas while narrowing them down to funnel the process to a final destination. In this case, the variations are fairly big in their differences – a patchwork mercenary, a Mesoamerican inspired tribal warrior, and a more classical knight type character. However, we should be able to develop significant variations in a design even if there are a lot more restrictions.
Final
This is just a matter of rendering, detailing, indicating light and materials, as well as correcting any anatomical or proportional issues. This can be the most time consuming part of the process, but it’s also the point where the least amount of changes can occur in the design. This is why it’s important to explore different directions earlier on, so you don’t get stuck having to make huge changes at this stage which can significantly delay completion.
You can see the full painting on Deviantart.
Quick study
Illustration Process - Rape and Pillage
Check out my blog post on my illustration process - Rape and Pillage http://wp.me/p2xHr6-89
Illustration Process - Rape and Pillage
Context
Before working on a painting, I like thinking about the context of what it is I’m actually trying to explore and communicate. Yes, I want to create a nice looking image, but if that’s my only goal, it limits the painting’s potential.
For a short art history lesson, it’s worth taking a look at the work of French sculptor Antoine Barye (Click the image or use the arrows).
Tiger Hunt, 1836.
Bear Attacked By Dogs, 1839.
Panther Seizing a Stag, 1839.
As apparent, his subject matter was mostly animals in varying acts of violence. Today, it might seem to us like a bunch of badass macho sculptures, and we might appreciate Barye’s work the same way we appreciate a Frazetta painting. And to a degree, this is valid. But if you actually examine the context of his work, you’d discover that Barye grew up during the Napoleonic Wars, a series of conflicts that had an unprecedented scale of violence for its time. If you had grown up in this period, it would’ve been like growing up during a World War. So yes, it’s sculpture about animals, but it’s also reflection of the spirit of the time.
With my own work, I’ve always been interested in the idea that western architecture is meant to symbolize order and harmony – and yet the ancient Greeks, who originated those architectural styles, were a militant, violent culture as well. Beyond that, I think of the burning of the Library of Alexandria, and the Bonfire of the Vanities; all represent a contrast between order and chaos, and that’s something worth exploring in a modern, 21st century context.
You can be forgiven if you think all of this sounds pretentious, but when you’re thinking about these sorts of things, it can really help elevate your work. Fantasy knights with cool armor can only be drawn so many times, and there’s always somebody else who can draw them better than you. You have to find ways to make your work unique and relevant.
Thumbnails
With my initial thumbnail, my goal is to capture the essence of the idea. My first thumbnails are usually pretty crude and simple, but that helps me figure out the most important elements that I want to communicate.
I then expand the thumbnail into a larger composition. I’ve been continually developing my thumbnailing process; in the future, I want to be even clearer and more graphic with my thumbnails. I watched Eytan Zana’s Gumroad tutorial on graphic compositions and that’s something I want to integrate more into my process.
Rough Sketch
Once I had an overall vision for the painting, I drew a rough sketch over it to get a better idea of the placement of the elements and gestures of the characters. Establishing a perspective grid at this point helps to make sure any future drawing conforms at least roughly to a realistic representation of space. It doesn’t have to be perfect since this isn’t scientific illustration – it just needs to be believable.
Block-in
At this point, I block in color and value. This is what I use to build the rest of the painting on top of. Essentially it’s a color comp in the painting itself.
Character sketches
Refining the drawings of the characters was important at this point since they’re such a central focus of the composition. I could have done this earlier, but I just wanted to get a better idea of how the environment and value structure would develop (since I didn’t do a color comp for this).
Finalization
After that, it’s just a matter of detailing and continual refinement – a time consuming process, but most of the actual work of composing the image was done prior to this stage. It’s mostly painted, with a few photographic elements thrown in to speed up the process. It’s challenging to keep in mind all of the theory discussed prior while noodling away painting armor rivets, but it’s a process I’m continually evolving.
Check it out on Deviantart.
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