Monday, February 25, 2008

Filler Post

I should have something more exciting before the end of the week (last week, right? got to do better than this!), but I'm going absolutely INSANE modeling a T-34/85 tank at the moment (I expect to easily hit 1 megapoly before applying turbosmooth). As a consequence, this week's proper post will be delayed to midweek.

In the interim, a followup on the dead-dinosaur query from last week:



Professor E. Walker solved my concern about decomposing meat being too gross by suggesting I just use a nice solid pink layer and possibly some highlights around the rim. Nice, simple, easy to replicate.



It actually took some doing to suppress my instincts and NOT concept this anatomically. I could have done it more accurately, more believably-- but that wasn't the point. I needed to elide details and treat bones as big white clumps, and muscles as an undifferentiated pink mass because actual rotting carcass is not upbeat, energetic fun. These pictures had to be.



Per Chris Wood, I tried modeling out some of these beforehand and then concepting backwards ("it's what the real concept artists sometimes do," he said, referencing some images Professor Jagers had shown us using that technique). It.... did not work well. While the resultant multiple-viewed images were, in theory more consistent, the model itself was terrible because I was essentially trying to create it whole-cloth without a reference. As a result, the render was muddled. Look under the trunk-- in the front shots, there's a mouth there, like it ought to be, but in these side views, what oughtto be the mouth becomes the base of the right tusk, instead. Horrible mess.
I might try this method again, but only when I absolutely 100% need a series of an object from multiple views that have be very tight and consistent. Model sheets, for example.
Also, I'd want to have more time-- but when is that not true?


You might notice that the linework on this one is a bit shakier. I tried following Best Practices and creating a structural, geometric drawing first-- but if you use this as a technique when working in Photoshop, it is absolutely imperative to do the final linework on another layer. I spent more time cleaning up tiny little clumps of pixels than anything else, because I treated the line layer the same way I would an ordinary sheet of paper (light guidelines, structural shapes, then final lines), and the result is poorer for it.


Till later this week,

-ALD

Wednesday, February 20, 2008

Late Post!

Should have been up 24 hours ago-- but still, one a week.

I am siiiiick, and overwhelmed with other stuff-- thank God I'm not going to GDC or I'd have no hope at all of getting this stuff in.


For this week:

One of my challenges this week has been to do repeated versions of the same image in various stages of use, for eventual inclusion as a food item in Extinction, like so:
Trying to do this from multiple stages turns out to be easy, compared to doing it from multiple viewpoints, but the latter requirement is being released for the time being. Still, a challenge, and one I've shamefully only been able to meet by modeling and then drawing the model from multiple angles. Perhaps this week it would behoove me to find some time to draw objects from multiple points of view, get some practice rotating things.

Anyhow.
Another challenge this week is one not yet solved in the following image. I've got to work in a very cartoony style-- flat, bold, brightly colored and outlined in dark, solid lines. I can kinda do that, but the subjects I'm supposed to be doing are food pickups-- essentially decomposing carcasses.


I'm really not sure how to use this style to do non-disgusting rotting-meat. Suggestions from the audience will be appreciated.


In more germaine news, Prof. Jagers has had us copying some concept art.


First piece I was only able to copy sketchily in the allotted time, but Prof. Jaegers commented that my linework is better in Photoshop. I attribute this to erasers and the ability to use ctrl+Z, because I feel more clumsy in it. Nevertheless, it's encouraged me to start in PS and then go elsewhere, where I had been drifting to pencil/paper, scan, then do what I need to do to it. This piece I actually LIKEd-- I think it's a fair recreation. I could have done a little better with the perspective, but the proportions are mostly right. I could model from this without great difficulty. One note-- Khang Lee actually appears to have done the original using a hard single-pixel brush, I wasn't willing to cut things quite that finely, and the result is lines that looks a little sketchier, blurrier. I guess I'll have to adapt next time.


I was going to include my concept sketch for a Mucha clone (which has apparently turned into a Coca-Cola ad), but I'm rather embarrassed by it. I wonder sometimes if I'm too sensitive about my art, or if I really just suck. Being me, I tend to take the latter view.

Sickly yours,

-ALD

Monday, February 11, 2008

Mucha do about nothing

This week has been spent on research.
In class, Professor Jagers spoke about "rules" of style as a mechanism towards creating unity among the art team on the Extinction project-- things like no-gradients, particular color schemes, consistent sets of proportions. Shortly thereafter, I somehow got sucked down the rabbit hole and absolutely consumed by art nouveau.

I've always kind of preferred Deco, which has the curvilinearity shorn of ornamentation-- but I've discovered Alfonse Mucha, and I'm really digging his style. I've always liked the period-- this beautiful, doomed moment before World-War-One when the towering edifice of centuries of European culture teetered before the fall, but when the fin de seicle energy promised the hope of renewal. Nouveau tied into this: its baroque complexity belonged very much to the aristocratic, ornamented "old" world (in England, I suppose, it would largely be Victoriana)-- and its emphasis on hand-craftsmanship demanded the socio-financial structure of the age-- but its spirit was of everything being new. The Germans called it Jurgenstile (litterally: the style of the young-- but this also referred to an art journal that strongly promoted it), and the Austria-Hungarians called it "The Style of the Secession"-- meaning that they rejected the history of Art entirely and sought to create something wholly new. An art nouveau, if you would.

In this regard, it links up with other art movements historically. The key was the impressionists (and the photograph) shattering the monopoly of the classical French style-- an end to the primacy of realism and dark, classical subjects. Building off of that moment, art diverges in a couple of different directions. Where the Expressionists would diverge further and become modernism, the new "high" art, Nouveau rejected the distinction between "high" and "low" entirely. It was seen as being a "total" art that would encompass painting, architecture, sculpture, furnature, decoration, and jewelry. Some of the more famous icon of the style still widely used is the ironwork and lettering of the Paris Metro, Tiffany lamps and the organic architecture of Frank Lloyd Wright. It was born in part of the industrial revolution and the availability of new materials to artists-- while at the same time eschewing mass-produced goods as soulless and inartistic. This latter quality played some role in dooming the movement as a whole, which abruptly ended in 1914.

Mucha, ironically, believed that art was eternal and could never be "new." He was also a Slavic nationalist who didn't look kindly on the internationalism of the movement. I think he was pretty down on artistic movements generally, and became very bitter that the art for which he was in demand became pigeonholed in one particular form, and a commercial one at that (shades of NC Wyeth?). Nevertheless, he, rather than, say, Klimt, is the painter whose work I conceptually associate with "art nouveau" because of the deeply commercial nature of his work.


So, what I'm going to do today is this:

I'm going to stick up some Muchas, courtesy of Olga's Gallery http://www.abcgallery.com/M/mucha/mucha67.html (copyright has expired on all works before 1923). I'm then going to take a look at them and see if I can't identify some of the common "rules" of le stile Mucha.









He was basically Sarah Bernhardt's personal artist, and became famous for doing posters of her. His range, in that style, was regrettably limited. He did lots and lots of poster-bills with pretty girls set against surrealistic backgrounds (indeed, the dream-like quality and the use of color remind me of Windsor McCay, who was a cartoonist contemporary to Mucha). My favorite is the last one, Lotery of National Unity-- but it's much darker and less ornamental than his other work. I think its absence of some of the motifs underscores their presence in the other works.

1) Frames -- All these works have them. Except for Lotery, all of them are extremely ornate. Some of them are square, like a Tarot Card, but he also seems very fond of an arch shape. Actually, the Monte Carlo frame is pretty simple too, but there is an implicit floral frame around the main figure. Note that in most of the peices the frame is symmetrical-- I've read a lot about the importance of asymmetry in nouveau art, but Mucha doesn't seem to have gotten the memo.

2) Subject -- The foreground is a pretty girl, usually not too excitingly posed, generally not interacting heavily with the environment.

3) Backgrounds -- The background is similar to what I have come to think of as an "anima banner" (borrowing the term from the Exalted RPG). Surrelistic auras comprised of symbolist objects arranged in a flowing pattern. These can stand on their own in clumps, snake around in lines (I've read that nouveau was sometimes called, perhaps derisively, "eel style"), or be woven together into wheels. The intricacy is astounding.

4) Plant Imagery -- One thing to note about the composition of these is that they are symbol-dense and heavily feature repeated plant imagery in a motif that is heavily associated with Art Nouveau., or be arranged in wheels. In any event, they contribute to the intense business of the scene. Notice the contrast in Lotery where the bare and withered tree, devoid of leaves symbolizes despair and fruitlessness (and also suggests roots-- Slavic roots at that). Part of the reason it that image is so powerful is the context of phantasmagorical foliage which features so heavily in his other work.

5) Lines -- It has 'em. It's almost a comic-book style, to an extent. Most shapes have a thick outer border-- usually (but not always) black. Interior lines are thinner and suggest contours rather than texture. Sometimes they are of the same hue as the material which they are being drawn upon, rather than the black of the exterior line.

6) Colors -- I don't quite know how to describe them. They're intense and yet desaturated? They have a washed-out, watercolor, dream-like quality to them-- they're usually not solid. They do form color-blocks that strongly resemble flat color, but within them there are these undulating, uneven tones that suggest shape.

7) Hair -- Hair flows like its underwater and spirals into elaborate whorls or ripples like a single shape (see the Joan of Arc picture particularly). One thing it emphatically is NOT is whispy or pointed-- there are no single strands, and even in the first picture here where it spirals off, the shapes end in flat caps.

8) Cloth --There is a lot of it, and it wrinkles and drapes and flows. The contour lines of the cloth are often the only thing that breaks up these large flat colored ares-- and he uses Notice that they're all wearing strange neo-classical outfits.


9) Text -- No soulless machine fonts for the Nouveau artist! Only curvy, warped hand-lettering will do.

10) Shading -- Note that shadows are discrete shapes, but highlights are generally areas that flow smoothly out of a base color. One important feature-- and actually what inspired me to write this post to begin with-- is the realization that his images feature an almost total absence of specularity. It's all diffuse-- no glow, no shine, soft highlights. This is almost certainly the product of the technical limitations of printing in his era but it is nevertheless an important facet of the overall look.



Here's a piece of mine from some time back that I suspect may have been inadvertantly influenced by Mucha:
I think there are some obvious similarities in subject and composition, but after doing this analysis, I am much more keenly aware of the differences in style. There is no frame. I did some fabric flowing, but not as much as Mucha would-- and it's a bit simple. My color scheme is too saturated. There is no border and no sense of flow. The anima-banner is nice, but it lacks the complexity than he would have put in. There is no text. The coloring evokes cut+grad comic shading rather than his watercolor tone. Specularity abounds, but shadows are very limited and rounded.

Up next, I'm tinkering with the notion of trying to do a piece in Mucha's style and illustrate the process step-by-step.

OK, I'm doing more than tinkering-- but I make no promises of success.

Till next time,

-ALD

Tuesday, February 5, 2008

Anatomy Blogging: Super Tuesday Edition

Per request, mapping muscles to a famous face.



I chose Obama not purely because I have politics on the brain at the moment, but because I mistook the folds on his cheek as indicating the presence of the Zygomatici Major and Minor. Apparently, while these remarkably distinct creases are caused by those muscles, they run almost perpendicular to them. Note that I've enlarged the area attributed to the orbis occularis, following feedback from last time.

Error watch: this mapping still doesn't account for muscles in the cheeks very well. I'm convinced I'm doing something wrong there, but it accords with my references.

Tuesday, January 29, 2008

Light post this week.
I'd planned to spam up here a ton of images of cavemen, because that's mostly what I've been drawing this week (as part of Extinction)-- and I really have taken up pencil this week more than I have in months. Since the 50 faces assignment, probably.


But my best ones, as you can see, are utterly cartoony. I did some more realistic ones, but they lack charm.

So what I'm going to do here is put up two images of a T-Rex skull that I drew, and do a little compare-and-contrast.
The first one was a composite of two references, a skull reference and someone's life-sized sculpture. Because its from reference, the proportions are generally right, and I was able to capture a lot of details. I think it looks reasonably neat, particularly on paper where the line-quality is less blown-to-hell. However, it's also completely twisted, and the perspective on it is totally, utterly wrong. I didn't understand the shape I was drawing, and it shows.


This one I'm actually much more proud of, despite its simplicity. Using only the first one as reference, I broke the shape down into a clearer series of simple plane-changes. It's completely structural, and I think it's actually a lot better in terms of technique than the early one, even if it's not quite as refined.

Mildly late on this post (still before Tuesday's class, I should be OK)-- so I'll see you in less than seven days, this time.

-ALD

Monday, January 21, 2008

This week's ACTUAL Entry



Corrections welcome-- I had to compile this from a couple of different sources, so I'm a little shaky that I've got everything right. I was surprised not to find anything with this kind of simplified diagram approach when I searched Google-- though many better-rendered, more medical-quality images are available (1918 Gray's Anatomy, I'm looking in your direction!)

As a side note, I really need to learn some better ways to prepare a scanned image, because the cleanliness of this picture is obviously unsatisfactory. My traditional method for creating a picture like this would have been to redo it entirely in Illustrator, but that would both have taken an extraordinary amount of time-- and have undercut my attempts to polish my drawing skill (and even my PS drawing skills).


Till next time.
-ALD

A Random Side View


Of the Face, just because it's this week's topic.



A note: I think I've finally figured out noses-- I'd post some, but next week is facial features week, perhaps then.

Tuesday, January 15, 2008

Circus 3ds Maximus



Put here because I have no other good place to put it.

First Post !!1!11!

About me and about this blog:
I don't draw often, because I'm ashamed of the results; I don't draw well because I don't draw often. Hopefully, this assigned blog will help a little in breaking that vicious cycle.

This week's focus was on the skull and neck-- this one was probable my favorite this week, I tried duplicating it later and modifying it as a cave-man skull for the Extinction project, but the results were suboptimal.


A good view of the muscles of the neck. Professor Jagers keeps referring to the trapezius as wrapping around the neck "like a towel"-- which is fairly accurate-- apparently it curves the shoulderblade and clavicle. Unfortunately, when I try to draw this it tends to get a bit exaggerated and folks start coming out a bit Cardassian.


Cutting away the trapezius, we have two cord-like muscles in the back and then a nice solid triangular shape.
As seen here.

The skull is apparently comprised of 22 distinct bones, but in adults they're joined together by inflexible sutures, functioning as a single bone. The reference skull was moved before I could finish this one.
Apparently this is the traditional Bridgeman method of drawing the simplified skull-- I like this a lot, and I think I may be able to apply it.