Student studying BA (Hons) Computer Animation Arts, at UCA
Rochester.
9 February 2017
Storytelling & Commission: OGR #2
Here is my second O.G.R. The concept art is yet to be complete for the Melting Pot, Workbench, Matches and the actual Room/Hallway, those will be released in a later post.
Okay - my feedback for you is super-simple, as your story is good, but your drawing methodology is, I think, imposing on your ability to 'design' this story world and also 'direct' it in terms of storyboarding. At the moment, you're drawing people, as opposed to 'designing characters' - the two things are worlds apart really, because the second approach requires you to think in terms of basic shapes and fundamental structures and also in terms of what 'animation' as a genre gives you in terms of exaggeration and characterisation. I'd suggest that the very realistic approach you've defaulted too isn't helpful to you, not least because your confidence in terms of drawing and core skills aren't yet in a place where you can meet this challenge with authority and effectiveness. I think maybe you should consider some alternate approaches to designing your world (because remember you're design an animation, not a live action film - likewise in terms of storyboarding). So, for your reference:
You need to consider the genre of caricature too. In terms of your environment, you can afford to go much more 'for animation', as opposed to some sketchy semblance of the world - consider these examples of how animation can deal with space, environment and props in a more stylistic way:
I want you to stop 'drawing' in the way that you are and change up your methods - use different tools, use different software and cut loose in terms of your approach, otherwise I can see you getting stuck in some generic place really quickly. You're basically making a horror/thriller story for 4/5s of your running time, so also look at your use of camera, lighting and subjectivity (i.e. how you can put your audience into the shoes of the 'victims' etc). I think your drawing is capping the potential expressiveness of your direction too. Change things up, Joe - and surprise yourself.
You will have seen by now that I'm giving students example model sheets to look at as they develop and prepare their final character designs - you should quickly see how your current 'people' are going to struggle to translate as 3D-ready 'assets' - because they're so 'up and down' and inexpressive: see these examples:
OGR 10/02/2017
ReplyDeleteHey Joe,
Okay - my feedback for you is super-simple, as your story is good, but your drawing methodology is, I think, imposing on your ability to 'design' this story world and also 'direct' it in terms of storyboarding. At the moment, you're drawing people, as opposed to 'designing characters' - the two things are worlds apart really, because the second approach requires you to think in terms of basic shapes and fundamental structures and also in terms of what 'animation' as a genre gives you in terms of exaggeration and characterisation. I'd suggest that the very realistic approach you've defaulted too isn't helpful to you, not least because your confidence in terms of drawing and core skills aren't yet in a place where you can meet this challenge with authority and effectiveness. I think maybe you should consider some alternate approaches to designing your world (because remember you're design an animation, not a live action film - likewise in terms of storyboarding). So, for your reference:
https://s-media-cache-ak0.pinimg.com/564x/e8/2a/9d/e82a9d0ee2c527126ec3cab1376b3e92.jpg
http://www.tomopop.com//ul/36263-banner.jpg
http://www.thinkgeek.com/images/products/zoom/ijro_ghostbusters_vinyl_idols.jpg
http://www.ufunk.net/wp-content/uploads/2014/10/Evil-Vinyl-Art-Toys-24.jpg
You need to consider the genre of caricature too. In terms of your environment, you can afford to go much more 'for animation', as opposed to some sketchy semblance of the world - consider these examples of how animation can deal with space, environment and props in a more stylistic way:
https://s-media-cache-ak0.pinimg.com/originals/b5/fb/a3/b5fba3e6295a97e693b4f193c1786a32.png
http://3.bp.blogspot.com/-mtrTrromJ78/ToYqXlX4bzI/AAAAAAAAAxE/7vCHF3UMCk8/s1600/bsb_10.jpg
http://3.bp.blogspot.com/-qbFBJYnGS5I/T8L_WL3y5xI/AAAAAAAAOfA/rzbuqTqdoq0/s1600/BROOM%2BSTICK%2BBUNNY%2B2.png
http://3.bp.blogspot.com/_PM0pywR3aQY/TR0uXUTKqiI/AAAAAAAAANk/LBZGbWWrHsM/s1600/lasthungrycat11.jpg
I want you to stop 'drawing' in the way that you are and change up your methods - use different tools, use different software and cut loose in terms of your approach, otherwise I can see you getting stuck in some generic place really quickly. You're basically making a horror/thriller story for 4/5s of your running time, so also look at your use of camera, lighting and subjectivity (i.e. how you can put your audience into the shoes of the 'victims' etc). I think your drawing is capping the potential expressiveness of your direction too. Change things up, Joe - and surprise yourself.
You will have seen by now that I'm giving students example model sheets to look at as they develop and prepare their final character designs - you should quickly see how your current 'people' are going to struggle to translate as 3D-ready 'assets' - because they're so 'up and down' and inexpressive: see these examples:
https://s-media-cache-ak0.pinimg.com/originals/0a/54/f6/0a54f68d99e2c39d7cdea8a08e2695be.jpg
https://s-media-cache-ak0.pinimg.com/originals/a7/56/3d/a7563d504ec33486746dab086a6f17d1.jpg
https://s-media-cache-ak0.pinimg.com/originals/70/2c/ea/702ceaddb379b473cfd1acf5caea772b.jpg