Introduction
Initial Inspiration
Structure / Ideas / Concepts
Synopsis
Biographies
Show's Tone, Atmosphere and Target Audience
Facial Studies and Villain Body Expression
Stylisation
Basic Shapes and Body Proportions
Further Facial Studies
Scrapped Designs
Back to Basics
Sidekick Clothing Design
Villain Clothing Design
Weekly Tutorials
Branding
Hero and Sidekick Development and Turnaround
Props
Face Expressions
Final Turnarounds, Proportions
Final Characters
Character Bible / Presentation
Thursday, 24 November 2011
Wednesday, 23 November 2011
Character Design: Hero and Sidekick Development and Turnaround
This is looking more into a 80's buddy cop tv series. AND. I. LOVE. IT.
It's got its distinctive atmosphere :)
"Two men of very different and conflicting personalities who are forced to work together to solve a crime and/or defeat criminals"
One is a hard-nails ex marine
The other is a cowardly genius
*Que Atmosphere Music*
Hero Further Development
After Revamping the style choice for the Hero from his original appearance being too henchman-Frankenstein-like, I looked back towards my original influence map.
I looked more towards the designs of Judge Dredd in both comics and film, as well as John Spartan in Demolition Man. I still wanted to preserve the square exaggeration, but I've toned it way down now.
At this point, he'll most likely fit with the villain. But the sidekick's style is way off now, so I need to revamp him:
BAM
So, Final Turnarounds - Line Drawing
Monday, 21 November 2011
Tuesday, 15 November 2011
Character Design: Villain Clothing Design
From the Character Biographies. Larry “Looney Larry” Napier (The Villain) is defined as a 29 year old Slim-Built male who has a Politician-smart intellect, power-crazy personality and a passion for violence, chaos and destruction, and a Megalomaniac personality to boot. His character design is heavily based of Biker Culture.
For him I looked at biker stereotypes, starting from my character design structure ideas post on Individual Stereotypes of a Biker. From that point I looked more into the stereotypes that I believe work best for my character. Particularly the Tattoos, Bandanas, Black Leather Clothing, Patches, Vomit, and Sunglasses.
With the sidekick, the design is defined of smooth circular shapes. With the Villain, the design is based of Squared and Triangular Shapes, I aimed to push that sharp and jagged parts within the clothing design.
I went to then analyse the parts of clothing for each choice.
Again like the Sidekick, I may either choose one design choice to develop from or mix and match parts of clothing from each design that works most effectively or defines that character best.
For him I looked at biker stereotypes, starting from my character design structure ideas post on Individual Stereotypes of a Biker. From that point I looked more into the stereotypes that I believe work best for my character. Particularly the Tattoos, Bandanas, Black Leather Clothing, Patches, Vomit, and Sunglasses.
With the sidekick, the design is defined of smooth circular shapes. With the Villain, the design is based of Squared and Triangular Shapes, I aimed to push that sharp and jagged parts within the clothing design.
I went to then analyse the parts of clothing for each choice.
Again like the Sidekick, I may either choose one design choice to develop from or mix and match parts of clothing from each design that works most effectively or defines that character best.
Sunday, 13 November 2011
Narrative: Various Concept Art
Character Design: Sidekick Clothing Design
From the Character Biographies. The Sidekick is defined as a 45 year old chubby male who has a genius intellect, but with a cowhearted or "beta" personality.
He provides comic relief to the cartoon, and a foil to the Hero's hard-as-nails, "alpha" personality.
From this I looked at scientist stereotypes, starting from my character design structure ideas post on Individual Stereotypes of a Time Traveller. From that point I looked more into the stereotypes that I believe work best for my character. Particularly the white lab coats, slacks and polished shoes.
Taking away from the last post on the characters' shapes, I created a pose of the sidekick from the front view and developed the clothing choices using it as a reference.
I may either choose one design choice to develop from or mix and match parts of clothing from each design that works most effectively or defines that character best.
One thing I forgot to mention yesterday is that it was also suggested I look into Hanna-Barbera Cartoons for their simplistic style. As well as looking into technological stylisation to the characters to make them more unique, particularly with the hero- as his right arm is augmented, the time travel device and other future props that I will be developing for the characters.
With this thought in mind I'll look more into mechanical devices (like hydraulic machinery), and create designs based on that style.
More on those at a later date.
He provides comic relief to the cartoon, and a foil to the Hero's hard-as-nails, "alpha" personality.
From this I looked at scientist stereotypes, starting from my character design structure ideas post on Individual Stereotypes of a Time Traveller. From that point I looked more into the stereotypes that I believe work best for my character. Particularly the white lab coats, slacks and polished shoes.
Taking away from the last post on the characters' shapes, I created a pose of the sidekick from the front view and developed the clothing choices using it as a reference.
I may either choose one design choice to develop from or mix and match parts of clothing from each design that works most effectively or defines that character best.
One thing I forgot to mention yesterday is that it was also suggested I look into Hanna-Barbera Cartoons for their simplistic style. As well as looking into technological stylisation to the characters to make them more unique, particularly with the hero- as his right arm is augmented, the time travel device and other future props that I will be developing for the characters.
With this thought in mind I'll look more into mechanical devices (like hydraulic machinery), and create designs based on that style.
More on those at a later date.
Character Design: Back to Basics
This is the most unusually stressful unit I've had to deal with. Then again this is so far out of my comfort zone it's probably good for me, and I'm learning a lot.
Over the past week, I've had problems with creating bodies to fit onto the heads. The design and shape of the characters heads is exaggerated. However, when taking that same approach to the character's bodies, the head is either out of place or the overall body shape does not look right.
The hero is a whole other story, The head designs I've created I'm still not satisfied with to call a final. it is hard to create a character that embodies the personality of a hero whist making him unique, whilst keeping to a square structure.
So I'm going into overdrive. Pow.
Phil suggested I go to the extremes with the basic shapes, in particular with the hero - taking characters such as Samurai Jack as a prime example or inspiration.
Taking that idea of shape. I've applied that to my characters.
Basic Shapes
Sketched Detail
Clean Cut Silhouette (+ overlaying the current heads for sidekick and villain)
Silhouette with Sketched Detail
Colour/Tone
Just to clarify, the Sidekick is made of circular shapes, the Villain is made from triangular and squared shapes, and the Hero is simply squared shapes.
I'm somewhat satisfied with the overall shape of the Villain and Sidekick, but the Hero feels odd/out of place. While I look back on the facial studies for the hero, I'll develop the props and clothing for the Sidekick and Villain.
Over the past week, I've had problems with creating bodies to fit onto the heads. The design and shape of the characters heads is exaggerated. However, when taking that same approach to the character's bodies, the head is either out of place or the overall body shape does not look right.
The hero is a whole other story, The head designs I've created I'm still not satisfied with to call a final. it is hard to create a character that embodies the personality of a hero whist making him unique, whilst keeping to a square structure.
So I'm going into overdrive. Pow.
Phil suggested I go to the extremes with the basic shapes, in particular with the hero - taking characters such as Samurai Jack as a prime example or inspiration.
Taking that idea of shape. I've applied that to my characters.
Basic Shapes
Sketched Detail
Clean Cut Silhouette (+ overlaying the current heads for sidekick and villain)
Silhouette with Sketched Detail
Colour/Tone
Just to clarify, the Sidekick is made of circular shapes, the Villain is made from triangular and squared shapes, and the Hero is simply squared shapes.
I'm somewhat satisfied with the overall shape of the Villain and Sidekick, but the Hero feels odd/out of place. While I look back on the facial studies for the hero, I'll develop the props and clothing for the Sidekick and Villain.
Friday, 4 November 2011
Character Design: Scrapped Designs
Posting absolutely everything as part of development.
The following images are all old works.
The past few days work are the following posts:
Character Design: Stylisation
Character Design: Further Facial Studies
Character Design: Basic Shapes and Body Proportions
Starting Sketches, looked at props, face studies, full sketches of a biker.
Initial sketches on the facial features
Ideas on the bikes.
Later in the weeks I put more thought into the facial studies.
The above was scrapped because it does not follow the rules of character design or animation that was taught during the CD tutorials with Justin.
Went back and looked at basic shapes in faces.
contemplated a lot on how i can turn basic shapes into personality
Finally going back to looking at caricature, and looking more into how a character would look diagonally. Also spawning the idea of a character defined by his jawline, ie. expressive/exaggerated jawlines.
The following images are all old works.
The past few days work are the following posts:
Character Design: Stylisation
Character Design: Further Facial Studies
Character Design: Basic Shapes and Body Proportions
Starting Sketches, looked at props, face studies, full sketches of a biker.
Initial sketches on the facial features
Ideas on the bikes.
Later in the weeks I put more thought into the facial studies.
The above was scrapped because it does not follow the rules of character design or animation that was taught during the CD tutorials with Justin.
Went back and looked at basic shapes in faces.
contemplated a lot on how i can turn basic shapes into personality
Finally going back to looking at caricature, and looking more into how a character would look diagonally. Also spawning the idea of a character defined by his jawline, ie. expressive/exaggerated jawlines.
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