Difference between revisions of "The Silver Way by Stephen Silver"
| Line 67: | Line 67: | ||
=The Five Phases of the Silver Way= | =The Five Phases of the Silver Way= | ||
| + | ;Story :Learn as much about your character and their story and world as possible - what motivates them, what impression you want. Character design IS first impression! | ||
| + | ;Gesture :Create a gesture or feeling that tells a story, gives a sense of character's attitude. Implication of movement. | ||
| + | ;Design :Develop the right ingredients- arranging 2D shapes for ideal organization, character's clothing/hair/accessories | ||
| + | ;Form :Realize design in 3D/volumes/depth/perspective | ||
| + | ;Details :Clean lines, color, textures, any additional elements | ||
| + | |||
==Story: Initial Premise== | ==Story: Initial Premise== | ||
| + | May be given as little as a one-liner from a script. | ||
| + | Look for the role in the script, how the audience should feel about the character, then come up with more democraphics/backstory. | ||
==Gesture: The Thumbnail Process== | ==Gesture: The Thumbnail Process== | ||
| + | Thumbnails that capture who the character is in possible shapes. Quickly block in ideas, goal of clarity and variation of three main parts: head, torso, legs (limbs?) | ||
| + | |||
| + | Keep It Loose. | ||
==Design: Rough Representations== | ==Design: Rough Representations== | ||
| + | Adding details, rough representation, faces, outfits, hair. How would this character dress and take care of themselves? | ||
| + | |||
| + | Apply design elements here. | ||
| + | |||
| + | Concepts, not style. | ||
| + | ===Rough Character Lineup=== | ||
| + | Play around with various addon detail concepts (hair, costume, etc) on the lineup. | ||
| + | |||
| + | NUMBER the drawings so others can refer to them for what's liked, to frankenstein parts together. | ||
| + | ===Establishing Proportions=== | ||
| + | General height/width in heads, for head, body, legs. | ||
| + | ===Posing Tips=== | ||
| + | Use original gesture as a shape mass reference for additional poses. | ||
| + | ===Costume Changes and Special Poses=== | ||
| + | Create new costumes on a new layer over the gesture. | ||
==Form: Model-Construction Breakdown== | ==Form: Model-Construction Breakdown== | ||
| + | Volume, depth, perspective. Draw through, render the forms even if the final style is flat. | ||
| + | ===Turnarounds=== | ||
| + | Most essential pose is 3/4 view - use that to draw the other angles. | ||
| + | |||
| + | Keep It Loose - while figuring out masses for other angles | ||
| + | |||
| + | Each angle not always required to have the same pose. | ||
| + | |||
| + | 5 point turnaround is standard: Front, 3 quarters, side, hind quarters, back. | ||
| + | |||
| + | 3 point turnaround: 3Q, side, HQ | ||
| + | |||
| + | May JUST do 3Q sometimes for incidentals! | ||
| + | |||
| + | ===Developing Expressions=== | ||
| + | Draw through (volumes), looking for squash and stretch expressions. | ||
| + | |||
| + | Also do mouth shape charts here! | ||
==Details: Cleanup and Color== | ==Details: Cleanup and Color== | ||
| − | + | Final ink, color, finishing, etc. | |
==How Animated Stories Get Made== | ==How Animated Stories Get Made== | ||
| + | Types of Character Designers: | ||
| + | ;Freelance character designer : revision process with clients, from description, to rogughs, to final designs. Often brand mascots less than animation design! | ||
| + | ;In-house TV character designer: Design new characters from script, 4-5 point turnarounds, cleanup line (sometimes), special callout poses for specific scenes, mouth charts | ||
| + | ;In-house Film character designer: Variety of concepts from the script - all the design starts roughly the same time. Final line not as important - esp on CG films,. More time to design and revise. | ||
| + | |||
=It's All In The Gesture= | =It's All In The Gesture= | ||
==Observation is Key== | ==Observation is Key== | ||
Revision as of 05:20, 11 January 2021
Contents
- 1 What is Character Design?
- 2 Everyday Sketching Techniques
- 3 The Five Phases of the Silver Way
- 4 It's All In The Gesture
- 5 Mastering the Art of Construction
- 6 About Face - And Head
- 7 From Cleanup to Color
- 8 Working With Kids and Animals
What is Character Design?
Character + Design
- Character
- A personality, a simplified/exaggerated representation of a person as presented for a story
- Design
- the organization of visual elements for a desired effect
therefore
- Character Design
- generating a personality with feeling through the organization of shapes
The character is the core of the story, their design is the basis for IPs (the legally protected identity of that story)
Getting to Know Your Character
Collect info about the character
- Name
- Sex/Gender if applicable
- Age
- Any specific appearance required
- Role or occupation
- Where do they live
- What time period/genre
- Personality
- Attitude
- etc. Anything to get you an understanding of what sort of character they are at the point they are being designed for.
- Display format - the medium or show style determines how detailed is appropriate.
The Ingredients That Make or Break a Design
- Design Elements
- Design Principles
- Shape Language
- Caricature
Sharpening Your Observation Skills
Observing for design will help build your library for actual design work.
Nature is Character Design
The book says design is everywhere, but what's implied by the pictures and examples is - what stands out to you in the field of view is a cue to what works as good design.
Designing With Wood Chips
Scatter and rearrange various shapes of craft wood shapes, to look for combinations that are appealing, to have a random starting point for design
Everyday Sketching Techniques
Passion, Practice, Persistence, and Patience
Draw every day, what you see or what you dream.
Sketchbook is a journal, a place to experiment. Take your time to really explore ideas. Train for your intent, build a portfolio that is really you.
Drawing Exercises
- Random Unconscious Doodling
- Whatever comes to mind with no goal, have fun!
- TV Drawing Nights
- Watch shows or streams, recall or draw the main thing, no need to pause unless you want to study something specific
- Throwing up on the page
- Sketch freely without erasing, let the mistakes and random shapes inspire new ideas, brainstorming - esp for clients!
- Memory Sketching
- Draw someone you saw without referring back - even after a few minutes to relocate to another space
- Zone-Out Method
- Don't even focus your eyes, sketch loosely along the idea, just scribble with your hand on the page. Then cleanup the sketches you get
- Blind feeling method
- blind contour, but focus on the feeling/movement/exaggeration not the actual contours. Maybe the same subject starting different places
Caricature Fun
- Identify the head's shape.
- Assess the four quadrants
- forehead
- bridge and nose
- upper lip
- lower lip & chin
- determine contrasting features
Flip-It Tip
Flipping horizontally helps identify balance/construction flaws, but you can use it to see how to push it better - so flip and redraw!
Bring Inanimate Objects to Life
Use the forms of various household objects as the base of a character or characters
Generate Dummies for Practice
NOT for portfolio, but take an existing character and apply their shapes to a new character as a test dummy. Using someone else's basis helps you discover new forms to use in yours.
Change Mediums
Different mediusm/brushes etc. to get you out of existing habits.
The Five Phases of the Silver Way
- Story
- Learn as much about your character and their story and world as possible - what motivates them, what impression you want. Character design IS first impression!
- Gesture
- Create a gesture or feeling that tells a story, gives a sense of character's attitude. Implication of movement.
- Design
- Develop the right ingredients- arranging 2D shapes for ideal organization, character's clothing/hair/accessories
- Form
- Realize design in 3D/volumes/depth/perspective
- Details
- Clean lines, color, textures, any additional elements
Story: Initial Premise
May be given as little as a one-liner from a script. Look for the role in the script, how the audience should feel about the character, then come up with more democraphics/backstory.
Gesture: The Thumbnail Process
Thumbnails that capture who the character is in possible shapes. Quickly block in ideas, goal of clarity and variation of three main parts: head, torso, legs (limbs?)
Keep It Loose.
Design: Rough Representations
Adding details, rough representation, faces, outfits, hair. How would this character dress and take care of themselves?
Apply design elements here.
Concepts, not style.
Rough Character Lineup
Play around with various addon detail concepts (hair, costume, etc) on the lineup.
NUMBER the drawings so others can refer to them for what's liked, to frankenstein parts together.
Establishing Proportions
General height/width in heads, for head, body, legs.
Posing Tips
Use original gesture as a shape mass reference for additional poses.
Costume Changes and Special Poses
Create new costumes on a new layer over the gesture.
Form: Model-Construction Breakdown
Volume, depth, perspective. Draw through, render the forms even if the final style is flat.
Turnarounds
Most essential pose is 3/4 view - use that to draw the other angles.
Keep It Loose - while figuring out masses for other angles
Each angle not always required to have the same pose.
5 point turnaround is standard: Front, 3 quarters, side, hind quarters, back.
3 point turnaround: 3Q, side, HQ
May JUST do 3Q sometimes for incidentals!
Developing Expressions
Draw through (volumes), looking for squash and stretch expressions.
Also do mouth shape charts here!
Details: Cleanup and Color
Final ink, color, finishing, etc.
How Animated Stories Get Made
Types of Character Designers:
- Freelance character designer
- revision process with clients, from description, to rogughs, to final designs. Often brand mascots less than animation design!
- In-house TV character designer
- Design new characters from script, 4-5 point turnarounds, cleanup line (sometimes), special callout poses for specific scenes, mouth charts
- In-house Film character designer
- Variety of concepts from the script - all the design starts roughly the same time. Final line not as important - esp on CG films,. More time to design and revise.