Thursday, 29 September 2016

Werewolf Hunting

This illustration started mid-way through the artbook, drawn from comments by a tutor about subverting mythical animals, "such as a unicorn fighting a werewolf over prey". As my world featured unicorns, it was easy to slot my remade werewolf (from a previous semester) into the lore and have them come face to face. Although the unicorn looks ferocious, it is built to solely hunt werewolves and keep other denizens of the forest safe from their disease.

The image is built on the idea of a wildfire streaming across the tar pits and into the deep forest, driving all animals into close odds. The werewolf is a creature of spite and hate, attacking anything in its path, while the unicorn is an avenging god of the forest. The scene is intended to capture the sheer strength of the unicorn pushing its foe away, and the vicious, unnatural capacity of the werewolf to survive even when horrendously wounded.


It took an extremely long time to create. Built from a clay model (which was in itself modelled based on results from previous models of both creatures), the background was made first and then as the pose of the creatures changed, I was unwilling to change the background quite as much as I probably should. Figuring out how to turn the reference model into a fitting section of the image was difficult, and took a very long time; this image was dropped from the artbook in favour of finishing it afterwards without as much time constraint, allowing me to fully explore the possibilities of the image.

It is a new scene for me, a dynamic pose with a lot of strong, vivid lighting, silhouetting the animals against the skyline. I'm proud of what I managed to achieve with this image, as it pushed all of my skills and forced me to figure out responses to problems in the development that I didn't even expect to come up. The reference model became less of an exact thing, but was very useful for basic lighting and moving poses without worrying the perspective was wrong.


The final image was long, the same size as my three environments, as it was what I had learnt to make in the Jonas De Ro tutorial I took to heart, which kickstarted my interest in environments. For this project I wanted A5 results so I moved parts around into an A5 boundary. I think the longer image looks more dramatic but the A5 is better focused on the action of the piece, which is beneficial.


Wednesday, 21 September 2016

Into the Endgame

Since my last update I have been working on creating an artbook for my final project, bringing together all the elements I have picked up from previous experiments to develop a world populated by a number of creatures. I had fully intended to make a post during the middle to show the process, but I kept pushing it aside in order to concentrate on whatever part I was working on that day.


My book consists of three parts. The first looks at past experiments from this year, explaining a little about them and what I learnt about from their completion. It ends with a page of final thoughts, and a conclusion drawn about the best practice approach. Essentially, it states that learning and branching out as much as possible allows you to find things that work for your own subjective tastes, and this grants you confidence in your work in order to do better. I found that simply doing is better than over-analysing or aiming for perfection, as it allowed for failure or successes to be worked through and learnt from, whatever happens.


The second part introduced the world, a land scarred by valleys and extreme seasons. Gunpowder doesn't exist, so weapons are restricted to bows and blades. Mounts are used for this reason, giant Rocs and Talians (a large cat-like breed) that work alongside man in savannah cities. I completed a few environments and spoke about the process, including the use of clay models for any animals in the scene.




I also developed three characters (alongside an animal companion) who were the major players within the world's plot. Humans and environments were not a strength of mine, but working on the latter over the course of this year encouraged me to try to combat my other weakness. While I would not claim any proficiency in their designing, I am much happier to try than I was before. I learnt a lot from their design process and although it took a long time to complete them (and pushed my book timings out of whack a little bit, forcing more intricate time management) I am quite pleased with the result, and am looking forwards to working on this part of my skill-set in the future.


The final and largest section of my book was obviously the creature designs. It begins with four watercolour studies of the main animal types - mammals (primarily small, since I hadn't drawn them before), cold-blooded (reptiles, amphibians, fish), insects, and birds. These were done to learn the shape language of the creature group and create a few small animals to flesh out the world, rather than only concentrating on the big animals. It was a technique I picked up in previous experiments and definitely helps me to learn a shape or form more than digital would.




After the studies come several pages worth of small animals. Ten birds, eight insects, eight coldbloodeds, and thirteen little mammals. Each is named and has a small amount of text about their place in the world. Some of them have relationships with one another, such as Springbud insects gathering on the Vinbower snake in order to add to its camouflage, in return for protection from birds that would eat them. These small animals gave more credence to the world and its predators, granting them something to hunt and altering my perception of them into a more realistic and developed form. The horned dog, Rykos, became a more playful and wide-ranging hunter due to the influx of small animals that it could chase, even if it didn't always intend to catch them.


Beyond the studies came the main content; sketches and information about a number of big creatures. It falls in a simple layout. Each has small sketches of the main inspiration for the animal, and others that might have influenced an aspect of its design. Below that are sketches (traditional (scanned), or digital) and some text about how the design went, whether it was difficult or fun, and what I learnt from the process.

On the right page is a front and side orthographic of the creature in flat colours, which were extremely useful to create as front views tended to be something I would avoid. It really gave a better picture of the animal, and added to each one's character. Beneath this is red text giving a flavour of the animal in its environment, how people in the world might react to it, and how it interacts with other species, Below that comes black text that explains design points in a more detailed manner, such as the male Talian having large lung capacity with which to dive in savannah lakes, where its bulk is less of an obstacle than it would be on land.





The book took long to complete than I anticipated. The human characters over-ran, as I wasn't happy with their design for a long time, and one of the environments (which eventually ended up being put aside in favour of finalising other parts of the book) took an incredibly long time to develop, especially the model part of it and then the integration of said model into the image. It was a learning curve, and I picked up how to better balance the two halves of an image from working with it.

Within the book, I concluded my research into the best practice approach. Essentially, I decided, it depends on the person. You can learn from tutorials and observation and such, but you need the motivation to continue through mistakes and difficulty, and determination to learn from any source, even if it leads to a dead end and doesn't influence your art style in the long run. I'm sure that the best practice approach is mental, rather than a physical method of working (which I had initially expected at the beginning of this entire project), since actual art styles are subjective and dependent on the person. The willingness to learn just from the process of doing was my main take-away, and I have undertaken a few minor pieces in this space between book completion and final hand-in, in order to challenge myself further with what I can learn.


Wednesday, 29 June 2016

Affected by Research

I've been working on a number of creatures over the past month, alongside learning how to create effective environments, figuring out how to manipulate and sculpt small models, and increasing my knowledge of composition. Separate updates will resume for each creature once a proper layout has been solidified.

However, this particular entry is to briefly remark upon how research into my own design process and work ethic aided me when I was beginning to flag and hitting something of an art block. I'd noted in essays how 'designing through play' was particularly useful, keeping sketches loose and interesting and free, but I had a day where my art began to slow, and neat lines suddenly seemed the only important thing. In the past, I would have stopped drawing until this freedom and enjoyment of art came back of its own accord, but because I recognised it as a failure to keep the idea of 'play', I took a break from my creature design and sketched freely on a new document, which greatly re-energised the creature design I returned to afterwards.

I need to retain freedom for initial sketches and only become neater for the following lineart once a design has been set, not restrict myself to neat lines from the start. Acknowledgement of this issue and providing a solution has, I feel, greatly enhanced my ability to create art.

Initial sketch for a phoenix. Very stilted and typical. Based on sketches but tried too hard to utilise all of them.

Free sketch. Consists of my and my friend's pets chasing a tennis ball, with movement and humour being the intent.

Current phoenix. Freer and looser than the last, with potential for refining.


Thursday, 5 May 2016

More Sketches

Drawings completed since the last mass sketch-dump. Sometimes touches on creatures I was finalising at the time, while others are ideas for potential creature designs for in third semester.

I've also been reading my encyclopaedia of mythical creatures, and the ones I note down are starting to come together to form interesting creatures in their own right. For my next designs I want to develop interesting relationships and dynamics between multiple creatures, and make sure they stand alone as at least partly recognisable in mythology, though subverted.

Sketches

Concepts of the Donestre, a creature said to have a man's body and a lion's head. When it kills and devours someone, it eats up to the head and then sobs over it. The bottom right is an idea for a manticore, a lion-bodied creature with the face of a man; I wanted a different twist to simply replacing its whole head with a human's.

Concepts for a tar/marsh-dwelling stag-like creature. Long legs enable it to reach the bottom of the viscous material and wade through. Locals treat it as a curious god, and place masks on its faceless antlers to show their respect. Lower sketches are various shape explorations.

Main idea; creating a small shape in red brush pen, and working around it with the fineliner. It made for some really interesting shapes and I'd like to work on a few of them. The bottom black sketches are exploring a creature that dips its front feet in tar to bind them together, possibly to give it a more formidable strike.

Continuing with previous idea. Also considering field-based griffins; kestrel/rabbit/secretary bird hybrids. Lower black sketches are working within the boundaries of the dry brush effect I had, and looking for shapes.

Spiders and mushrooms were a vague inspiration for some here. The lower right images are built from more complex red brush pen shapes, and outlined with the slightly darker red fineliner. It's a very interesting way to add slight detail without detracting from the silhouette.

Top: idea for a 'mother' creature, which spirits away babies of other creatures, and murders the guardian. Heads of such guardians are kept alive on spines on its back, using protrusions like ribbon-worm tongues to latch into the nerves and keep it 'alive'. Possibly its head is capable of 360 degrees like an owl, so it could place a chosen head from its collection onto a prong and wear it to interact with its 'child'.
Lower: Unicorns. Based on the idea of them having lion-like traits (tail, mane) in heraldry, and pushing it further to make them a more predatory animal.

Lathrid creatures. Possibly to take the role of mounts in the world I want to design in my next project. Chameleon-like feet for grip when climbing, and a love of shiny jewelry and piercings. The bottom headshot is from this creature design, made to add notes to whilst researching.

Drawn when there were no computers free at university. Randomised sets of three animals were written down from an internet generator, and then I used what knowledge I had of the animals to try and make interesting creatures. The rat/warthog was a particular favourite, as was the dingo/bighorn sheep. It made me consider simpler ideas for future designs, and the range of sizes my creatures could be.

Sketches working out how a two-headed dog like Orthos might be made different. Its second head is tucked up in its neck, with its jaws resting behind the main head's. The lower sketches are from this creature design, looking for a pose.

More ideas for Orthos. The idea of an imperfect, chimeric double face like Janus is considered, but it seems an easy conclusion. Also designed a snake (began as a lizard) that lurks as a branch, with a flower-like mouth, to lure in prey. It has a relationship with leaf-like bugs that rest on it without fear, looking like buds and adding more credibility to the creature being a real branch. In turn they are protected from animals that might try to eat them. Additionally, I was watching a documentary that featured dinosaurs with pressure sensors, and titanic herbivores that grew due to expending little energy and taking in vast amounts. I feel they will add to future designs.

Reflection

  • Need to do more watercolour, and possibly extend the range of colours used. Maybe gouache or acrylic, too.
  • Definitely want to model with clay in the near future.
  • I swap between brush pen, fineliners, and pencil; sometimes it's from using one constantly, and I want a change, but mostly I use the tool I feel is best for what I'm trying to achieve. Pencil is for sketching ideas of creatures I have a better sense of and can put details onto, whilst the brush pen is for blocking out shapes and finding interesting silhouettes, which the fineliner can begin the detailing on.
  • Articles and documentaries are useful in ways I didn't imagine, as they give a trivial piece of information that could shape a whole creature design.

Wednesday, 4 May 2016

Creature Design - Anba

Overview

This creature, like the Ostrad, was a long and arduous process to finish, and I'm still not satisfied with how it turned out. The idea is that it is a manta ray crossed with a bat, and lives a peaceful life of just eating whatever comes into its mouth, whether its in the air or underwater. The hard part was trying to achieve this behaviour in a single pose.

Anba is from what my files are all named - manta-bat. 

Inspiration

Creatures:
  • Manta Ray
  • Fruit Bat
  • Whale Shark
Considered:
  • Axolotl
  • Barioth (Fantasy - Monster Hunter Tri)
  • Jhen Mohran (Fantasy - Monster Hunter Tri)

Process

This may have been the most tedious creature I designed purely through my own incompetence at figuring out perspective and poses. The actual idea was solid and I was happy with the design, it just required more knowledge of perspective than I could gather in the given time-frame, and for that reason it became irritating and took a while to complete.

Initial sketches. As is clear, a pose was hard to come by, but the design was fairly solid and worked out.

More exploration of the design (bottom left), and searching for a pose. Chosen ones were beginning to be coloured and then discarded as they weren't good poses. The top is wrong anatomically, and the middle didn't give a good sense of scale or behaviour.

Resorting to traditional methods to find a pose.

Final image. Found a sedate, gliding bird pose and used it as reference. It didn't correlate with bat wings, so it still feels off. However, colours and head-shape evolved from being constantly drawn, which was a bonus.

Design Notes:
  • Has a wide, whale shark mouth that is constantly open and waiting for prey
  • Has no feet
  • Spends the majority of its life in the air, gliding on powerful air currents and expending very little energy
  • Sleeps in the ocean, using its wings as flippers to get in and out. It has gills hidden under its fur. Some have been known to fully convert to the ocean life and do not go back into the air
  • Can grow to a colossal scale as so little energy is used to keep itself afloat
  • Surprisingly light, for its size - hollow bones and air sacs keep it buoyant
  • Sometimes dies in the air, suddenly, and crashes to the floor. Humans crave the gold and precious gems that make up its carapace-like head.


Reflection


  • Definitely need some sort of physical reference for winged creatures. I think, should I do another one, I will create small mock wings out of pipe-cleaners and paper or something similar, to have something to efficiently model and pose. I did end up making a flat paper model but the joints and movements were impossible to mimic properly with the limited resources available at the time.
  • Fairly irritating creature due to my own ineptitude with perspective. However, I am much more knowledgeable about the skeleton behind bat wings now.
  • Useful to complete to the end, even if it isn't the best result.
  • Hopefully I can redo it in the future and see the improvements once I've tried more winged creatures and figured out more tricks to work out positioning.
  • Hindered by needing a gliding pose; most bat references were not flat winged, and those that were didn't have the correct body positioning I wanted. A more action-based pose would have been easier to pull off but wouldn't give this creature the correct feel, which was to be gentle and gliding. Constraints of keeping within the page limits affected the pose also.
  • Navigator was used again to make sure the silhouette was acceptable, if not the best.

Creature Design - Ostrad

Overview

A creature based around the idea of it having huge front feet capable of smashing rocks. It underwent a lot of changes during the development, and for this reason it took a lot of time to complete as parts were awkward and didn't reach a viable conclusion until a lot of thought had been put into it. The end design is not where it was originally going but as a creature aiming to be believable it probably works better this way.

Named for ostracods, abyssopelagic fish that glow with bioluminescence and can spit the same as a deterrent to predators. They were the original inspiration behind this creature.

Inspiration

Creatures:
  • Bull (particularly the Spanish Bull)
  • Spiny Lizard
  • Elephant
  • Fennec Fox
  • Blue Whale
Considered:
  • Hermit Crab
  • Horseshoe Crab
  • Butterflies, moths and caterpillars with eye-spots, i.e. Monarch, Peacock
  • Pacific Barreleye
  • Narwhal
  • Manta Ray
  • Abyssopelagic creatures, i.e. Toimopteris, Dragonfish
  • Ostracods
Ostracod fish shooting bioluminescence as a predation defence.

Process

This creature took a lot of different turns. It started out being a very basic idea of a crab/bull, but nothing worked so it was quickly discarded. However, the idea of a bull stuck, and it developed over several weeks during various attempts, and ended up being a fairly interesting design.

Initial sketches for a crab/bull. If it led down, its armour was to cover it entirely. The idea of projecting front feet is covered at this stage, which stuck later.

Sketches after R.J. Palmer's first Skillshare video. The bull is clearly explored in the bottom right. Eye-spots and armour are considered.

Took the favourite bull sketch and moved back to the proper design page. Drew a proper bull for practice, and get a sense of its muscles. Big front feet quickly developed as a favourite concept. Back legs took longer to decide on. Eye-spots are considered at a sketch stage, alongside different poses.


The idea here is that the Ostrad has glowing eye-spots along its body, to deter predators, and can spit an airborne version of the ostracod fish's bioluminescence. It didn't set right, as the designs did not fit such a big creature, and often stalled the design process.

Eye-spots are attempted, as is a red flush when the creature overheats (desert/mountain climate). Concepts stalled. Returning, the pose was altered to be more like walking, the previous ones looking unnatural and dipped. Pushed forwards with the bioluminescent idea, using abyssopelagic fish as reference images.

Changing horns. First idea seemed too tentacle-like, almost movable. I expect it was based on a butterfly's proboscis but it didn't suit such a big animal. The looping back idea felt different and usable. Features glowing bioluminescent scales and peacock butterfly colours.

Eyes added to just behind mouth, like a whale. Barreleye-like transparent bubble head tested under the horns, where the bioluminscence to be spat would shift and glow. Felt too spacey. Used the navigator function on Photoshop to see the creature's silhouette as a whole, which helped greatly. Eventually took away the glowing dots and brought it to a simpler, sandy/pinkish desert-dwelling animal colour.

Finding a solution for its head design: the Ostrad smashes rocks with sulphur veins, and generates a carbon disulphide mixture (found naturally in volcanic/marshy areas) to extract sand from sulphur. The sulphur is stored in its neck-pouch, and can be ignited (when spat) by a flick of its whip-tail, to hurt enemies. Sand is stored in its hollow, red horn, and can be blasted out at high speed at will, to blind predators.

Final image. Fitting the creature into the background was difficult.

Design Notes:
  • Stores sulphur extracted from smashed rocks in its crop, removing sand from the mixture with a carbon disulphide mixture its body can produce. Can ignite sulphur with its whip-tail. Has been known to melt rocks into a more managable size with carefully placed sulphur
  • Stores sand in its headpiece, and can utilise it as a sandscreen to blind predators
  • Massive forearms create a huge amount of pressure, can smash through giant boulders with enough determination
  • Will try to crush/kneel on enemies if provoked
  • Typically peaceful and passive. Very protective of children
  • Can get sunburnt, though rarely. Will sit in shade or roll in mud to cool down during heatwaves

Reflection

  • Took a very long time to finalise. It got fairly irritating at times, but I had no intention of giving up as it was not too lost, just difficult to figure out.
  • Reworking so many aspects of the creature multiple times meant that the original vision was lost. I think I preferred the version that utilised bioluminescence but I don't think it could work on a creature of this intended size and scale.
  • Using a background - the final effect is better but the sized version gave more of a sense of scale, and kept all interest on the creature.
  • Photoshop crashed multiple times towards the end of this piece; the final image is more pixellated as it was salvaged from a screenshot, and I hadn't wanted to lose the work I'd put into it.
  • Using the navigator at the side of the screen is very useful for getting a sense of the whole piece, and definitely helped to keep this creature with a workable silhouette.
  • It looks more alien than I wanted. I'm not hugely happy with the result but I came to this end as I couldn't make what I wanted work, so this is really the least objectionable result.

Creature Design - Werewolf

Overview

As covered in my Research Study Report, I realised the usefulness of following ideas through as soon as I had them, and not saving them for another time. The process of doing initiates learning, and this creature was borne of that philosophy. As the majority of my creatures are made to subvert expectations, I was trying to think of how a werewolf could be redesigned to be different, away from the likes of Twilight, the Wolfman, and Van Helsing.

Inspiration

Creatures:
  • Werewolf (Fantasy)
  • Hyena
  • Human
  • Staffordshire Bull Terrier

Process

Typically, in fantasy werewolf transformations, the given idea that when all the bones extend and deform, the skin expands to grow over it. The film 'Van Helsing' featured human skin covering the transformed wolf, and had to be torn off, which was an interesting twist and probably bled into this unconsciously. My idea was that the skin is finite, and would be left ripped and torn on the body, giving the werewolf a much more grotesque visual and taking it back as a creature to be feared; werewolves tend to embody the duality of man, and how one can fall into the nature of the beast. This creature very much intends to show how it is not a desirable condition.

Initial sketches. The human was drawn to get a sense of typical proportions, to see what parts I would be extending for the wolf. I had multiple skeletons and musculature reference images.

 The pose came out immediately, as I wanted to fully reference muscles and bones and was unsure I could do that with a more twisted, action-based pose. Additionally, this pose seemed to give it a pained, stalking look.

Final image. The fur took a long time to complete as I referenced it properly and discovered I drew wolf fur wrong. I was inspired by 'The Jungle Book' concept art (Annis Naeem) to try and push the realism in this illustration, thus the background to set the scene was included. 

The skin tears were difficult to reference; I used a couple of upsetting dog fight images for blood in fur, and either an autopsy or surgery image that featured a surprising amount of blood clots. I don't know how true to life it would be (I assumed such wounds would drip blood but couldn't find suitable references), but I like the outcome I referenced more than one I guessed at.

Final image. Shaft of moonlight added to brighten the image and make the gore more visible.

Design Notes:
  • Thumb takes place of dew claw, fingers bent into more paw-like shape
  • Tail short, like vestigial tails on humans
  • Skull is partially exposed as it would tear through the human face during transformation. Other rips are random in areas where bones would shift
  • Heel gains a protrusion like in wolf skeletons
  • Shoulders are half human shoulder-blade, and half wolf, thus why they are such prominent features
  • Hunting probably based on sight as its nasal passage is unsuitable for scenting now
  • Probably a one-way transformation; blood-loss and shock might lead to an early death

Reflection

  • Took a while to finish due to the attempt at a more realistic, referenced creature, with fitting background.
  • Definitely was a fun experiment to try out, and fast from initial conception to execution.
  • Aided knowledge of wolf fur patterns, anatomy, how to push anatomy to  its limits, and how to draw open wounds and muscles.
  • Need to look into backgrounds more. This one was a happy accident with the colours chosen, and is intentionally blurred as I don't have enough knowledge to add to the piece with detail. It simply serves as a setting for my creature and is not trying to take the attention from him.
  • I'm glad I pushed the realism more, even if the reference images were unpleasant to research and look at.