Amazing artist to follow and take notes from.
Showing posts with label inspiration. Show all posts
Showing posts with label inspiration. Show all posts
Friday, 6 January 2017
Friday, 18 November 2016
Character design pointers
"Think about the meaning of the word 'character'. You're supposed to breath life into these things, make them appealing and give them the magic that will allow people to imagine what they're like to meet and how they might move."-Neil McFarland
Above: Ricky Nierva
Disney
Below: Sergio Pablos
The most important point he makes is exactly what I've been telling my team mates every week (!): without clear knowledge of the personality/motivation/ etc of a character the design is not believable.
Below: Aaron Blaise
Wednesday, 9 November 2016
Tuesday, 11 October 2016
Creatures of the ether - sky world inspiration
Large part of the ether is made of wisp creatures that are one with their environment but can also detach themselves from it as individuals and take on the image of any other thing.
Below- image of a World of Warcraft wisp
For the design of other possible life forms existing around, I looked at the Portuguese man o'war
and the zebra fish embryo
Visual sound
Today Beata pointed out to me one of last week's ideas we had written on the board as she wanted to make it part of our world. It was about representing sound as something visual, which immediately made me think of synesthesia and began wondering how we could incorporate it in a way that doesn't take away from the beauty of the instrumental medium.
The first thing to come to my mind was light and how brighter light generates louder sounds (due to the energy output) than dimmer light and darkness. Of course, everything vibrates at different frequencies, thus sound still exists all the time everywhere and as all things, it is affected by its surroundings.
On this page Cymatics we can see a few experiments with different sounds interacting with water surfaces.
I also found this gorgeous sketch of Christine Kaltoft, representing the sounds populating the sky, then the noise of the streets outside, then of the room she's working in.
One other iconic noise producing thing in fantasy worlds is magic. The process of molecules being altered and energy being repurposed creates dramatic sound fluctuations, as opposed to a constant release of energy manifesting in a leaner constant flow. In our project's world that is important for our character design in relation to their environment.
For our reversed world in which underwater dwelling humanoids aspire to dive to land and explore it, the way we are exploring the depths of the ocean in reality, I can see the water element of it being more of a gaseous-plasmic sort of environment, something like ether. This allows life to develop and exist in the form of pure energy.
and the beautiful and simple visual effects of Mulan 's ancestors
and various opal stones
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