Sunday, 4 January 2015

The Skillful huntsman part 4



Mike creates statues for the forest instead of designing the forest in a complete natural area [P. 58], Scott states ‘a forest could be made out of rocks or something altogether’ this statement gives the artist various ways to brainstorm.  Felix creates something outside of reality Felix states ‘I tried to come up with a forest that we are not used to seeing.’ Robertson adds in ‘applying his strong graphic design abilities to this series of sketches, Felix introduces us to the forest full of fantastic funky life we have never seen before. Nature is one of the most amazing sources of design inspiration’ he continued. The next step is using sources, influenced from other artists and designers, ‘The forest scenes were inspired by the work of former Disney illustrator Eyvid Earle. Le shares his techniques on creating a forest ‘There is more emphasis on flat two-dimensional shapes instead of forms. A dense forest scene like this would be overwhelming if I tried to model the forms of ever leaf and rock. Instead I view foliage as a flat shape of contrasting value, colour, and texture overlapping into the atmospheric perspective. Nature follows very specific rules in its designs’.  Follow a similar rhythm towards the whole forest and eventually it will finish a composition both appealing and interesting to the audience. [p. 66-67] 






‘I began exploring the hunt man’s air gun with several quick, rough thumbnails and decided on an approach that that included modern as well as old fashioned components. I felt this mix of old and new would lend itself well to not being a stereotypical.’ States Le. Le also states an interesting fact about concept design ‘The brain is task specific, so the more I think about perspective, the less brain juice I have for design.’ An important quote to the anything concept related is to not spend too much time brainstorming on one subject alone. Le creates an interesting approach for the airgun instead of having an air supply come from a tank; he states that ‘I thought it would be interesting to see it come from an organic source. Imagine that there are little creatures that live in the forest who have a defense mechanism whereby they create compressed air and fluff themselves up to appear larger to predators.’ [P.72-73]





The students started to design the giants in the same way they designed the huntsman, Yamada states ‘I began designing the giants by sketching silhouettes. But unlike the huntsman, I was not limited by the realities of human figure.’ [P.78] Yamada contradicts his own statement ‘They needed to be human enough to be relatable, but different enough to stay mysterious.’ Le states ‘I’m toying around with the idea of the giants sharing the same body. It would be interesting to see how this affects their movement with two or three different mind-sets. He adds in ‘it would be humorous to see them constantly bickering about simple daily choices.’ [P. 82] Putting realistic approaches to the character designs works well when it comes to creating characters as previously stated. Le states ‘one of the approaches for character design is to do the headshots first, then design the body around the aesthetic of the head.’ Robertson supports Le by stating ‘Khang spends some design time here on potential heads we might see on the giants in our story.’’ He adds in ‘Colour combinations change the look of the creature: pink flesh, leathery skin, stripes, spots. The varieites are endless.’ Colour is key to conveying personalities, colour changes the way we think about anything, it changes the mood, and perspectives towards anything. The pieces eventually go into a digital perspective and the giant design is finished.




Reference:

McCaig, I. 2005, THE SKILLFULLHUNTMAN, Visual Development Of Grimm Tale At Art Center College Of Design. Hong Kong, Design Studio Press.

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