Sunday, 30 June 2013

Working hard... Full Body Sebastian Maquette and finally some Set Design.



Wahey! We're shaping up nicely now, and cooking with gas! This last week has seen alot of design progress. First and most importantly, I finally got around to drumming out this full body maquette of Sebastian! The cheeky little git :) 

I'm hoping that like me, everybody likes the design and can see the decisions I've made along the way that have shaped his features.

There's still a few tweaks to iron out before bringing him to life in a puppet, for instance, his arms currently are slightly over long and his coat could be lengthened slightly but overall I'm very happy with where he's ended up.
Another decision that some may notice is that Sebastian no longer has his monocle. I just couldn't make it fit with the rest of his facial design as he has very little mass underneath his eye for the monocle to sit on... Just one of those 2d ideas that I couldn't convincingly translate onto the 3d model. 

It's a strong idea however and I might give it another go while I'm making the actual puppet to see if I can save it :)

I'd love to hear from you all about how you like Sebastian's design as he's been a little bugger to work out. Clara happened quite naturally whilst I really had to work hard at Sebastian here....

We've got ourselves the beginning of a set design!

This week I also had just a little time to sketch out my thoughts for set design for 'The Haunts'.  The film takes place in the attic space of an old, beat up victorian mansion and I wanted to find a style and atmosphere that fit well with the characters.

The room is a simple construction, which hopefully will allow me some slack as this will be the first set that I've built by myself. The large circular window hopefully adds some nice shape contrast against the angular and straight lines of the rest of the build, whilst also allowing for some strong lighting decisions and chances for silhouette.



That's all for this week. I'm finally getting a grip on the finer details of the design for the film and in the coming days I'm going to be pinning down all the finer elements of the storytelling and then we'll really be rocking and rolling.


I hope you're enjoying following along, and if you are feel free to let me know your thoughts in the comments below!

As always, thanks for dropping by.

Josh.

Thursday, 13 June 2013

Ah, Finally!

Heeeeelllooo Ladies and gents! It's been almost a week since my last post and it's been a massive auld slog! If you're in anyway creative, you'll probably at some point go through periods where you just can't get your ideas out in a manner that you're happy with. This leads to massive frustration and head banging on tables because you come to realise the only way to battle this thing is to work through it. The volume of output I've had this week is minimal. The volume of work is huge! I've drawn more than I ever had and all because I just could not get around my ideas with my current skill set.

So what was so challenging?

 For a while now I've been unhappy with Sebastian's design. It needed tweaking but I didn't know how... I knew that I liked some parts of the design and hated others. I felt he was a little bland, had not enough shape and size variation and lacked certainty and consistency. So I set about nailing down his design in a model sheet.


So what's changed?

Like I said, the guy was boring and lacked enough variation in the size relationships between his facial features to keep him interesting, however I didn't want to push things to so far that it become to broad and cartoony.

So I did two things : 
1. Enlarge his eye brows.
2. Shrunk his eyes a little
3. Made a feature of his chin.

These were the decisions that were made. The brain work before the physical drawing began.

The bad, terrible, drawing...

The overly drawn, and complicated... 


The overly simplistic and imprecise...


And the badly modelled and slap dashily inconsistent designs... 


And that's just the face!

When it came to drawing the rest of his character, I had previously been vague and unwanting to work him out. I tried him stooped, broad chested, ploddy, light footed - nothing seemed to work and my drawings suffered a great deal from my inability to draw as well as I would like.

So I turned to Milt Kahl. As I do.


Taking a look at how such a genius drafts man tackled larger, plumper characters and from here I took inspiration for shape variation and indeed, how to draw those shapes. If you're going to steal. Take from the best.


Eventually though, well today... I managed to breakthrough and figure out the design which I had been striving for. I hope you guys like it. Now all I have to do is build him :)

More soon,


Thanks for dropping in.

Josh.

Tuesday, 4 June 2013


Hey guys, just checking in real quick to show you the traditional stuff that I've been working on in the last few days. I'm itching to animate but currently don't have a camera or puppets to wrestle with so I broke out the paper and pencils to test out some rotation with Sebastian. My drawing isn't amazing but it serves the purpose. I'll have a longer shot for you before the week is out. Hope you like! Cheers for stopping by.

Monday, 27 May 2013

More Maquettes!



Right-ee-ho! Good day to you all. It's late and I'm typing fast. It's been a bank holiday weekend and I've been working hard. There's been a possibility that's arisen recently that I may be able to collaborate with a wonderfully talented costume maker on this film now...

While I was looking to do everything on this by myself, costume is the only field in which I am left completely adrift. I couldn't tell a cross stitch from a cable stitch (or other such haberdashery terms).

And so, this brought to mind the fact that I absolutely need to nail down the design of these guys. Obviously with each sculpt I do, I find new angles, new lines and the design gets shaved and poked closer and closer to a final design but basically that's what the maquette above is built to do.

The pic above shows you the original colour of the baked clay sculpt on the left and the quick digital paint over I gave her to illustrate her colour scheme, on the right. I apologise for the poor lighting which has washed out her features in the front view.

I needed a sculpt to illustrate the shapes and lines I was after for Clara's clothing, and I think I'm happy with what I've hit upon. It's a design taken from my idea of what victorian clothing would look like on her. It has no real basis in a real world time period but suites the character and places her nicely as 'other-worldly.'

There's so much work left to do before I can move on, including a full body sculpt of 'Sebastian', which currently terrifies me. He's much more complicated and it's gonna be alot of work to recapture my initial sculpt. However, I relish the challenge.

Just another quick one this time. Hopefully I'll remember to take some more progress pics while I'm working on 'Sebastian' so you have a little more to look at.

Thanks for stopping by.


Josh.

Monday, 20 May 2013

The Usual Suspects.



Here's to the evolution of a project! So, a little pause... I've been super busy of late in my life outside of The Haunts, and have had a stall in the funding of the project (which is my own money :)), which has slowed down the initial momentum of the project.

Unfortunately there's now no way I can make this in time for the Virgin Media Shorts deadline, which I was hoping to hit. However the film is still alive as ever!

This week I've been working on more design issues. As you can see above, I'm working on size comparison between characters and other such goodness.
And also the film now has a Facebook page!!
So come join the party over there! We'd love to see ya!

I'll have a lengthier post on model sheets and the work I've been doing up by the end of the week!

And soon my friends, very soon, there will be puppets afoot!

I can't frickin' wait! I'm trying to slow myself down a little and make sure I've done my ground work before diving in to the fun of making puppets, but they're on their way!!


Thanks for dropping by,


Josh.

Tuesday, 7 May 2013

Costume changes!!

Just a quick one today, written from my iPhone cos I'm working on the go! I'm a hip young artist after all, there's no standing still aloud! Having said that, it's time for a sit down :)

I just wanted to post some of my more recent pre prod art work, some of you will have already seen most of it. 

Basically, Sebastian has had a costume change! 


The thinking behind this is that while, the gardener type attire that I had originally envisioned was perfectly good and executed a wonderful little joke about a gardening fork for a walking stick, the character that went along with that didn't quite fit with the rest of the film. That is the major thing I'm learning about character design that may help anyone else in the same process; 

the characters do not live by themselves. You're not just designing a character but an ensemble and a whole film. 


So I've started playing around with different attires and attitudes and body shapes whilst maintaining the essential features of the characters face. Take a look!


This was a quick sketch of an idea that I then worked into a quick colour revision, using pen, pastels and a craft paper sketchbook! :)



I've been drawing a lot this week, trying to figure out the personalities of Sebastian and Clara on paper.





Also this week I've been experimenting with armature design in practise, building simple armatures to test out design ideas and to figure out what is essential in my puppets.

Things are chugging along nicely here at haunts HQ!


Thanks for looking guys.

Josh

Monday, 29 April 2013

Why are they all wobbly! A.K.A Armature design - Episode 1

So, for this post I wanted to delve into my planning process for my puppets for the haunts. Anyone already versed in stop motion animation will know that there are a million different ways and materials to approach making a stop motion puppet. But there are three methods that seem to be most useful, and certainly used more than most.

1. Foam Latex - a cast-able and spongey material that can be painted, holds details well and and is fairly durable.
2. Plasticine - Anyone whose seen a 'Wallace and Gromit' film will be familiar with this one. Plasticine is a clay that never dries. It can be mixed into any colour and is a wonderfully versatile material. It can be heated to soften it, frozen to make it rock hard and also mixed with waxes and other materials to give it different properties, such as hardness, and stickiness.
3. Foam build up - This process involves ordinary foams which one might find in cushions and the like being stuck directly to the armature (skeleton) of the puppet and being shaped and carved into the correct shapes and forms of the character design. Typically these will be clothed with fabrics and textiles, almost like dolls clothes.

Now, one thing I mentioned in there was the 'Armature' of the puppet. For those that don't know, the armature is the underlying structure that holds the bulk of the puppet and also hold the puppet in the many individual positions that it will be placed into during the animating of a scene. The easiest way of thinking about it is simply to imagine your own skeleton, the armature is the puppets skeleton. Unlike a human skeleton that holds a pose with the use of external (to the skeleton) muscles attached to the bones, in a stop motion puppet the joints and hinges in the design must be solid, and tight enough to lock themselves into a position and hold it, with the weight of the puppet for an indefinite amount of time.

There are two types of armature typically used in stop motion.

ALUMINIUM WIRE:

Generally constructed from 2 or more strands of wire, twisted together, this is the cheapest of the two armature options. They can vary in their design so that you could build one from the cheapest of materials, or take it to the fullest and combine the wire with machined metal and adjustable pieces which allow head and limbs to be swapped in and out should any break during production.





OR




BALL AND SOCKET JOINTS:

Constructed from individually machined ball and socket joints, this armatures are the créme de la créme of stop motion.

Specifically manufactured for each puppet design they can be incredibly expensive, unless you have the metal work skills to build them yourself.

However, the smoothness in the joints and ability to adjust the tightness of every joint leads to a much more precise control over your puppet, and are far, far, far more durable than the wire puppets.






So! How does this all tie in to 'The Haunts', well straight off the bat I cannot afford ball and socket armatures for this project, so there's one decision made right there! In future projects I plan to build them myself but for this I don't have the time or the tools and I think they might be over kill for what I need.

My puppets will be made from a combination of plasticine and foam build up. All the character heads and hands will be made from plasticine, using replacements (I'll explain the process of replacements in a later post) for the facial animation, and the rest of the puppet will be blocked out with various densities of foam and clothed in hand made, specially tailored costumes. This approach allows me to produce subtleties in facial animation whilst keep the body of the puppet controllable and simple, with very little that can move without my say so (one of the draw backs of using plasticine is that it can deteriate quickly, get dirty and mush into undesired shapes incredibly easily, but this can wait for a later post too).

Take a look at my plans for the 'Clara' puppet:

On the left is a composite image of my entire plans for the puppet made up of several layers of work including wire armatures, rigging, foam padding, hardened control points and various other bits. You can see on the right the various layers of tracing paper that I used to work up the plans.

Being the first time I've built a puppet on this kind of quality scale, I needed a simple way of mapping out my thoughts so that I could see them all together and judge whether they will work. I'm pretty confident in the plans for this puppet and I can't wait to start fabricating her.

One of the key features of the design here is the lack of any leg armature... This is because she has a long flowing dress which would make animating her legs underneath it impossible. My solution is to build a stand on which she will sit at her neutral and natural height, then I will use a rig to raise her up and down to simulate the bob of her walking. I think I can get away with this approach because she is a slow moving, graceful character and just the suggestion of her walking should be enough to sell it.

Well, I think I'll leave it there for today. I have so much more to say but we'll leave it for episode two! :)
Come back in the next few days to see how progress goes on building this beauty.

Thanks for looking!

Josh.