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7/29/2019 Anatomy Research
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Anatomy
By Jake Carpenter
Research and Notes
jake-carpenter.blogspot.co.uk
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Dynamics: AnimatedDrawing
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Solidity
3D quality Thinking around the formFeel around the form (mass and shape)Fleshy quality to face
What is the shape of the form Round, pear shape, triangular, and square
Conscious of the mass + weight
How heavy Dictates movement + TimingMovement A signal of intention for audienceSubject matter hook the audience? Is it appealing? Convincing? Riveting?
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Anatomy BooksArtistic Anatomy Paul Richter
Cyclopedia Anatomicae Gyorgy Feher
An Atlas of Animal Anatomy for Artists Francis A. Davis
Dynamic Anatomy Burne Hogorth
Quicksteady Academic Charts Bar Charts
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AnatomyLearning the skeleton
8 character heads generally for the ideal male characterMales typically have less body fat than females
The pelvis is much narrowerMuch wider shoulders
Character models based on real humans
The Last of Us Saints RowTomb Raider UnchartedFar Cry Mass EectBattleeld Alan WakeL.A. Noire Assassin's Creed
The Force Unleashed Heavy RainMetal Gear Solid
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AnatomyKeep notes on other games
Keep the atmosphere and mood in mind
Rewards Multiple > A large singular reward
Avoid linear design
Model resource: Batman Arkham AsylumBatman Arkham City
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AnatomyVideo Game characters
Playable character types:- Adventure Duo
A serious main character coupled with a weird/quirky partner- An Adventure Is You
A description of the class based systems common to many Role Playing Games- Amnesiac Hero
Where the main character has no recollection of who they are- Elite Tweak
A character/class that can be very eective, but needs a lot of work/strategy to reach it's potential- One Man Army
You're the video game character- Player Character
A character controlled by you, the player
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AnatomyVideo Game characters
Playable character types:- Protagonist Without A Past
You just sort of popped into being in the rst village- Solo ClassClasses capable of going alone where others are forced to team up
1. Deciding what type of game the character will be in, lends themselves to development ofarchetypal characters.
2. The time and place of the game, as well as how the character ts into it. Your character's rolewithin the story is also of utmost importance.
3. Make a list of your characters traits. Includes everything from appearance, to their dreams andgoals in life.
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Anatomy4. Short stories about your character to understand the character themselves.
5. Create a backstory for the character, to understand the character and how they t into the world.
6. Visually create the character, avoiding the 'in-game' appearance.
7. Draw how the character would look in the game, ne tuning his appearance in the style of thegame.
Character Design: The Wild CharacterTreds between the lines of good and evil, sides with neitherNeeds to become his ownMysterious approach Hat down and lowLooks out for himself
Chaotic roguish natureA pose that is more action-packed than the heroic and evil characters to show that his moralcompass is not set
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jake-carpenter.blogspot.co.ukCharacter Design
Beginning the sketch:
Used lines instead of blocking out the character. Add more movement, whilst considering theshapes and arrangement.
Blocking in the gure:Sketch laid out, lling it in with broad strokes. Values added to the background, to negate the
white space.
Beginning the design:Fleshed in most of the body. Flip the art for checking, and can be easier to paint that way.
Making the design solid:Solidify the character, throwing in some design elements. Roughing in some details, regardless of
whether they'll stay or not.
Adding details:Adding more details, playing around with dierent layers.
Digital Arts Master Class
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jake-carpenter.blogspot.co.ukCharacter Design
Using colour balance and texture:
Warm up the piece by > Image > Adjustments. Change of lighting on the piece.
Fixing the overall gure:Enlarge canvas again, whilst rearranging the design. Cutting away the background and addinghighlights. Rotating the whole piece, to resolve the composition of the piece.
Checking and correcting anatomy:
Flip the character again. Warping the perspective of the character, to t a more ideal shape.Checking to see if the adjustments are working or not.
Taking out the hat:Removing a questionable design, however can always put in back in.
Warping: Warp the entire piece, to re-establish the previous design consensus. When doing aconcept, nothing is safe. Can change things on the y.
Digital Arts Master Class
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jake-carpenter.blogspot.co.ukCharacter Design
More details:
Adding additional details to the design, such as more lighting, toning down and shifting focus thathighlights the details.
Working on the lighting:Shifting the lighting to areas that need it as well as detracting it from areas that don't need it.
Adjusting colour with colour balance:
Copy the entire piece, using colour balance, focusing in on the highlights shifting towards theblue/cyan range.
Tweaking the gure:Warping the character to shift the weight, and perspective. Begin adding patterns, using a softlight Blend layer.
Tweaking the lighting:Shifting the lighting and tweaking details. Depth should be present across the gure.
Digital Arts Master Class
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jake-carpenter.blogspot.co.ukCharacter Design
Control lighting:
Tone down some hotspots and add some darker ones. Darken Blend mode to kill some highlights.
Custom shapes:Creating a pattern to blank cloth spaces, can draw interest.
Adding in patterns:Tweaking the shapes to conform to the shape of the space. Whilst adding in extra details, more
colour balancing is applied to the gure.
Adjusting skin tones:Adding in a patch of skin, using colour balancing to produce skin-like colours. Soft Light Blendlayer, to add more colour to the piece.
Painting in new colour:Adding bolder colour statements to the gure whilst creating looped details to avoid obscuring.
Digital Arts Master Class
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Rendering the gure:
Spend time in multiple sections avoiding to work in a particular area for too long. Just come backmore often.
Using warp to tweak the gure:Warping the gure, to correct anatomy irregulations. Lighting the gure up, then darkening itdown to produce a range of colour variants.
Adding in the sword:Drawing the sword rst, then adding in the hand to t the weapon saves the issue of a weaponimproperly being used.
Adding in the head:Bringing back previous elements, as well as leaving the character recognisable/distinguishable.
Finishing the character:Final touches and a last edit of colour balance to the gure.
Digital Arts Master Class