Showing posts with label Concept Visuals. Show all posts
Showing posts with label Concept Visuals. Show all posts

Friday, 29 June 2012

Work: Narnia- Floating Cogs/Creation scene

New visual for Narnia- I realised I'd done lots of concepts for plants but hadn’t done any of rock formations or natural landscape designs, so I created this image. It shows Aslan in the bottom right hand corner singing (as described in the book), but I have added cogs to the scene as if they are forming from his words, and the floating away to their destination.


I printed this image on the Uni printers and it came out really well, almost perfectly matching the on screen colours so I'm quite pleased. We have started laying out the book this week and this image will be in as a large fold out page for maximum impact.

Tuesday, 26 June 2012

Work: Narnia- Gate into the Garden

One of the scenes I am designing for is The Garden. This is where the tree from my previous blog post is situated and where Digory plucks a magic apple for Aslan. The Gate has a fairly basic description in the book, just as being Gold, with silver writing on it and surrounded by a wall made of turf. This Concept visual is to represent that gate.

Friday, 22 June 2012

Work: Narnia- Tree in the Garden

This is a rendering of the Tree in the Garden where Polly and Digory have to go and collect a magic apple for Aslan. In the book the description of this tree is quite basic so it left me quite a lot design space to play with. The book does describe the other trees in the garden as being “not only green but also blue and silver”, so I adapted this for the central tree and made it purple, green and silver- this makes it stand out a bit more showing it to be more important.




Sunday, 17 June 2012

Inspiration: Bastion

Bastion, in the words of its creators Supergiant Games, is “an original action role-playing game set in a lush imaginative world” (http://supergiantgames.com/?page_id=242)

I really like the visual look of this game; it’s like a moving digital painting. I can see a similar style of illustration in some of my own renderings. The use of colour in the game is effective also to enhance the fantasy element. I like the use of the isometric style view point- this would be a good way of drawing our map for the Magicians Nephew- the simplified perspective makes it easier to draw and easier to read.

I think it would be a good Idea for myself and Hannah to incorporate some bolder character and set combination illustrations as at the moment they two aspects are quite separate in our designs, some beautifully visualised imagery of a character in an environment might help us tie the two aspects together.








I particularly like this image as it seems to bring elements from all the environments within the game into a single representational image- at a glance it shows all the environments. Id quite like to produce something like this but it will have to wait till the end, as I still haven’t designed all the environments yet.

All images from  http://supergiantgames.com/?page_id=242


Friday, 15 June 2012

Work: Wood between the Worlds SECOND render

Render number two, this is slightly more what I envisioned in my head but I still don’t think its right- yes it shows the look but it doesn’t quite feel like it’s giving enough information. I might do some tree concepts to try and explain the Idea a bit more; this would help give a wider picture of the whole design...I’m conscious that I'm running out of time though so it may have to do.



Work: Wood between the Worlds render

I’ve finally started designing the Wood between the Worlds... only slightly behind schedule. I started by sketching the design out then running it through Photoshop. It proved very difficult to render and I got quite frustrated with it, and almost gave in to despair! But then I tried a different rendering style using a little bit of photo collage to create a different look, resulting in this...


It’s not really what I want but as an image I think it looks quite nice and dynamic so I’ve kept it as some development work. Now I have to try and render it how I want it to look...however that may be.

Monday, 11 June 2012

Work: Charn- Window of the Gods NEW render

I previously uploaded a render of “the window of the gods” showing the stained glass detail. Now I’ve done a complete rendering of the whole wall that runs the length of the Great Hall. On this version of it I’ve overlaid the brick pattern and CAD brickwork to show greater detail. I think it works quite well to get across a basic understanding of the style and atmosphere.



Wednesday, 6 June 2012

Work: Charn- Window of the gods

I’ve been working the design for the Great Hall of Charn up in CAD...its proving most difficult! This has defiantly been the most stressful bit of design so far. Trying to get all the arches, pillars, windows, Hammer beams, Doorways etc to line up and look good almost defeated me but its nearly finished now so the end is in sight.

Along the outer walls of the Great Hall are 13 colossal windows, 21meters high by 4 meters wide. Here is a visualisation of the stained glass within the windows. They represent god-like women of Charn (possibly Jadis herself). Again I have kept with the colour scheme of Charn and have over stylised the gods into twisted representations of people. Scary but beautiful is the tagline for Charn.



Friday, 1 June 2012

Work: Charn- Stained Glass Windows

Here are some of the designs I’m working on at the moment. The Charn Great hall needs to be vast in size and epically lit, therefore I decided to incorporate a huge Stained Glass window on the back wall, enabling me to play with light and shadows throughout the room.

This is a quick render of the central clock motif. The rose in the centre represents Charn’s hatred and fear of nature and the organic. Clockwork has almost completely taken over in this world so the rose imprisoned in the glass is trying to represent this.



This is one of the smaller windows to the side of the central rose window. The bound hands represent the cruel nature of Charn and their use of slaves and hostages. The colours that run through Charn are reds, blacks and greys.


This is a half rendered visual of the back wall in its entirety. The size of the door indicates the scale. The broken clockwork on the wall represents the clockwork nature of the world and becomes a common motif throughout the Great Halls design.



More visuals of the great hall itself to come.



Thursday, 10 May 2012

Work: Dancing Lawn

This scene originally only started out as another tree concept, but as I got into it it sort of developed into a whole scene.

The basis for the design is around the location called “Dancing Lawn” it doesn’t actually appear specifically in the Magicians Nephew but it does appear in some of the later books. It could however be incorporated in some way into our film adaptation.

I wanted to play more with the idea of natural geological formations rather than just looking at individual trees. I wanted the area to look like the natural stone had been forced up and then a giant tree had grown across the central expanse, creating a sheltered cave-like space. To link with the Dancing Lawn idea where Narnian creatures could gather and throw outdoor celebrations I’ve played with the Idea that they have built bridges to connect all the stone monoliths together, allowing access to the larger grassland area. Giant Mushrooms also grow on the white stone forming smaller platforms around the larger rocks.


I wanted to do some more sketching because I don’t really do much actual sketch rendering, I develop my designs through sketch but once I have the basic forms I then put it into the computer and run it through Photoshop. So I wanted to have a go a sketching a design to completion, if nothing just for my portfolio.

I then added some colouring in Photoshop and added some extra shadows for a more three dimensional feel. I’m quite pleased with it now it’s done, and it may become one of the visuals for the EXPO, as it’s the size of an A2 page.

Tuesday, 8 May 2012

Work: Some more Flora

The concept designs for some Narnian plants are getting nicely underway. Here are the latest developments in the world of plants.

These first sets of 4 trees are designed to be decorative trees. They are very well trimmed and naturally quite ordered in their appearance. They could be suitable for the Garden Scene I am designing for later but for the moment I’m quite happy with letting them sit on the back burner for a bit.

The Bare Birch is a nocturnal plant, in that during the day it looks like a leafless twig, but at night it comes alive, emitting a turquoise glow from its sap that gathers in pockets on its branches. This creates the illusion of glowing leaves, only visible in the darkness.


This is a Candelabra Birch. Still a member of the Birch species it has the distinct white bark. The Candelabra is so named because of its branch structure which forms vertical catkins that grow upwards like candles.


This is a Fire Bud Tree. Its delicate leaves grow upwards, matting together to create a plume-like head, which resembles a tongue of flame.

 


The final decorative tree is the Flowering Horn. This simple leafed bushy plant grows naturally into the pronged form, where a single rose-like flower blooms all year round. If the flower is removed the plant withers.




This walking tree is one of the talking trees chosen by Aslan himself to become part of the Council to help look after Narnia. Its distinct yellow colouring is present in all the council members, distinguishing them from the other inhabitants of Narnia.


This is my second rendering of the Glowing mushroom- I tried to soften some of the edges under the mushroom to make it look a bit more organic and less strait edged. I think it works better now these changes have been made.


This final plant is my first water based plant. The Semi-Aquatic Giant Lily grows out of the water until it suspends itself by its strong roots above the water’s surface. This plant still needs a little bit more of a back story about its purpose etc



Tuesday, 1 May 2012

Work: Some initial designs


Now we are on the final stint towards the MA we have started focusing our work down, organising what we are going to be doing for the EXPO and our final work submission.

I started off by working up my Water Lettuce design a bit, adding more detail to the render, incorporating some feeding examples, leaf structure etc. The idea for these designs would be that they are conceptual studies, designed to show an overview of possible flora the director could populate any scene with, therefore a back story and contextual information needed to be developed. So with each plant I will add a brief description and relevant information to paint a visual, verbal and analytical picture of the plants.




After producing the Water Lettuce layout, I talked it over with Hannah and we both decided it wasn’t laid out quite how we wanted. It looks too scientific and doesn’t bring across the idea of clockwork, exploration or In-situ observations. So we sat down and had a big discussion about the book, layout and general guidelines on presentation. The following is the layout board we created:



We outlined example page layouts for every page eventuality so that the process of putting the pages together would be easier. We also designed any extra details we wanted like the Clockwork Page Runner and its colour variations, the page background etc and we got a quote from a book printing company and stuck samples down of the paper types etc.



This is the first page we put together using the new layout. It has some key images of the main plant, an example of the flower, an example of a creature Hannah designed to dwell in the tree and some sketch development images of the creature. The key written information is then added outlining purpose, botanical information, height, habitat etc I like this page layout, the background is effective but not too overpowering. I still think it needs a little bit of work as it still doesn’t sit comfortably on the page but we will sort that later.





This is an initial rendering of a fungus I designed for Narnia. I have written some background information for it if it needs it but this particular plant might just be put in the book as a standalone image rather than a fully developed layout page.


 
Since finishing these we have done many more images and designs but I will update those onto here later.



Wednesday, 4 April 2012

Work: Redefining Roles

Hannah and I sat down before my placement and discussed at length how we were doing with The Magicians Nephew and how we saw our final product, what it would contain and how it would look etc.


The conclusion from this meeting was that we become “Pre-Visual Artists producing a Concept Outline” for the film. By doing this we were free to be as creative as we liked, fill in detail where detail was needed, and have more time to develop and produce a coherent visual treatment. To back ourselves up we researched practitioners within the field; George Hull, Walter P Martishius and Dawn Brown.


George Hull, Creative Director, ESC Entertainment
CGNetworks Production Coverage
Concept Art Production for the Matrix Reloaded/Revolutions


Commissioned to start helping the visual development process but later moved to the studio to join the Production Designer, storyboard, and Previsualisation artists


Drew design concepts for set interiors and vehicles


The film contained several thousand visual effects so this had him dedicating most of his time to drawing and painting key sequences from the script


“What was unique was the attention the directors paid to concept design and graphic story telling- very refreshing and creatively fulfilling”


Produced about 100 drawings of how set designs, miniature models and visual effects shots should look as well as 100s of colour storyboards including several high-detail production paintings

Pre-visualisation

“The process always starts by talking through the script with the directors and sketching out designs or scenarios: I would then ink in more detail and finish them into colour paintings or storyboards.”

“In post-production, I transitioned to ESC Entertainment as a Senior Visual Effects Art Director – I found the best way to provide art direction was to digitally paint ideas into highly detailed ‘key-frames’. These gave the crew visual targets to help describe precise lighting direction, colour palettes, value, composition and atmospherics.”

“Whenever I start an illustration, I think about the focal point and value composition first. I like images that can be bold enough to make the point in a few seconds, yet subtle enough to have depth and emotion”

“At the beginning of the creative process it is important not to get too tight with your work. For me, the production process starts with me blocking out my designs or storyboards in pencil first and then having the directors check to see whether I am on the right track. Because the Wachowski Brothers wanted considerable detail in the artwork I did, I would almost always ink my pencil drawings into higher design resolution.”

I did this illustration to pitch a few art direction ideas to the brothers

Besides making a scene look dramatic, a concept artist should always try to elaborate on the ideas as well. They don’t always get used, but it is an important part of the creative process.


Walter P Martishuius
Production Designer, Art Director, Set Designer

For a Production Designer, concept art is used as a communication tool to convey the look, feel and emotional content of the film as a whole, a set, or moment in the film

“The first use of the art is to express Walter’s vision of the film to the producers. The concept art is Walter’s opportunity to share with everyone what he “sees” for the project. At that point the look and style of the film is either approved or revisions are made. Once everyone agrees on the style, the images are shared as a source of inspiration with the rest of the production company. These images are usually presented in what Walter calls his concept outline. He will do an image for every major movement in the film. This way you can get a feel for the overall look of the flow of the movie. With the concept outline a viewer can see, at a glance, the balance between light and dark, colour, mood, emotion, shape and form as the movie progresses.

The concept outline can be as few as a dozen images or as many as thirty or forty or more.

The concept paintings can then be used by modellers, texture artists, lighting leads and effects artists as reference.


Dawn Brown
Illustrator, Set Designer, Concept Artist
Red Queen’s Castle (Alice in Wonderland 2010)

In Alice in Wonderland she was involved in the conception of the sets for the Red Queen’s Castle.

Worked with Set Decorator Karen O’Hara. Dawn produced concept sketches based on Karen’s direction and Karen showed them to Tim and Rob Stromberg (PD). Dawn the makes revisions to the design or if approved they go to set designers for blueprints then onto the shop to be built.

“Its the small unspoken details that are so important in telling a story like this.”

Most of the animal furniture Dawn created never made it to film but “that’s showbiz”.

For the red Queens castle Karen wanted lots of artwork- Dawn created over 25 pieces but only one was seen in the movie.

She created the environment by talking with Tim and Helena Bonham Carter so it would reflect where her character was coming from.



Friday, 24 February 2012

Research: Charn

I just put some images together into a mood board to show some possible looks and characteristics I could use for Charn. The images were all created by a Concept Artist called Daniel Dociu (tinfoilgames.com)

Work: Plant Adaptation- Clockwork Tree

I’ve been designing some fantasy plants again but this time I’ve been trying to stick with the Style Guide that we produced for the Magicians Nephew. I decided to design a Clockwork tree combining a Willow-style tree and some clockwork mechanisms.
Clockwork Tree sketch

I sketched out some Ideas and decided on the following design. I Scanned in my sketch and put it through Illustrator (which I’m still getting to grips with). I tried rendering it in Illustrator but I still can’t quite get the look I want using Illustrator so I put the illustrator outline into Photoshop to Digitally Paint.

Illustrator render

In the style guide we said we wanted the look to be quite dark and a little bit sinister so I rendered the tree using dark colours making it look creepier. I also decided to add a eerie glow as if a light source was hidden within the Willows branches- this added a bit of mystery to the design. My colour pallet comprised of mainly dark greys and cool blues.

Original Painting which printed too dark

Photoshop Render

On my screen the final image looked fine but when I printed it, it was very dark and hard to define so I had to go back and play with the levels. The dark nature of this tree would fit well in my project as part of Charn’s environment or even the outskirts of the Wood between the Worlds.

Second Render

I did a rendering variation of the tree but this time increasing the lightness and adding some blue glowing fireflies around the trees. This makes the tree look less sinister and more magical...I’m not sure this is quite suitable for Charn but maybe appropriate for Narnia.

Friday, 17 February 2012

Alice: Madness Returns


"...the worlds that Alice leaps around are stunning, mind bending, and unbelievably cool."
GamePro.com


I recently purchased a book called The Art of Alice: Madness Returns. It’s the design accompaniment for the Video game by American McGee and Spicy Horse Games. The story behind the game is that Alice has recovered from psychotic episode in which she was locked away in an asylum. The game is based on her realisation that the death of her family, for which she blamed herself causing her breakdown, was in fact the doings of another. Just as her own world has been turned upside down and ruined, her beloved Wonderland has also been taken over by a dark force rendering it evil, twisted and on the verge of collapse. Alice must find the evil in both Wonderland and the real world in order to survive.

Ken Wong was the Art Director for Alice: Madness Returns, American McGee and the design team at Spicy Horse Games produced the Art Of book showing stunning visuals and descriptions of the process they went through to create the beautiful yet frightening world of New Wonderland.

The Following is a trailer advertising the game and showing many of the environments Spicy Horse designed for gamers to explore:




Here are some of the images taken from the book that are significant for my own project of the Magicians Nephew:

Martins F, Kerslake B, Lei H, Lei (ART) J, Melo (ART) L (2011) Art of Alice: Madness Returns. Dark Horse Books, Milwaukie


This is the Cover design for the Art Of book. It instantly captures the mood of the game and what people can expect as the venture into the world of Wonderland. This is a good way of showing for a film (or in this case a game), what kind of atmosphere and visual impact a production is going to make.

This is an early exploration for the forest environment by Sun GuoLiang. I love the idea of a floating forest or tree structure, existing in the clouds above us. It feels quite magical.

I like the use of colour in this visual. The monotone effect with a single focus colour works well to create an exciting atmosphere.

This is a good example of clockpunk being graphed onto organic elements. Clockpunk is one of the styles we are going to incorporate into our telling of The Magicians Nephew so as a visual reference of how this can be effectively done this image is useful.

Another example of clockwork being fused with nature (inside the trees).

Again I like the use of colour in this image. The chrome base with highlights of blue work well to create a sinister atmosphere. I also like the illustration of the Caterpillar- this looks like it was done using a graphics tablet.

MAPS!!! Its all about Maps! We really want to create a Map for MN showing how the all the worlds around Narnia link together through The Wood Between The Worlds. This would not only be a useful visual explanation of how the story proceeds but it also has the potential for a beautiful visual.

Another stunning visual incorporating Clockwork. I like the panoramic quality this visual has and good use of colour.

Some examples of how the design department made trees look more 'fantasy-like'- using a stylised colour pallet, mushroom-like canopies and placing it on top of a giant snail.

Nice monochrome visual with a single colour to add significance.

I like the composition of this image- the dark ship at the bottom and swirling light effects overhead.

Nice use of contrasting colours with the Blue being the main colour of the image with highlights of orange. We wanted to use contrasting colours in our design to create drama.

The oriental style motif works well here and its stand-alone nature makes it a nice example of how I could sketch develope ideas before I place them into an exact environment.

This is a good idea for how we could design the elements for Charn (the dying world)- the tower formations would look good as the twisted towers of Charn and the figure heads are useful for Hannah when she looks at the statues of the kings and queens found in Charn's Great Hall.

I like the way this image of the Queen of Hearts Castle has been rendered- it looks like photo collage and illustration combined- the photos give it a realy nice texture giving the whole thing a rough and gritty feel about it.

This is a Colour Script they created to show the different colour schemes and moods through all the different worlds. This is good practice used in the film industry also to show at a glance the kind of mood each location has or needs. We will produce one of these for MN.


I’ve really enjoyed looking through this book- they have made some stunning images and really creative ideas for the environments. I will try and take on board some of their techniques when I do some of the designing for MN. I think Atmosphere is one of the most important things I’ve got from looking through the book- without an appropriate atmosphere a scene will have no depth and won’t look visually interesting, without atmosphere the storytelling cannot be enhanced.