Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Friday, October 22, 2010

More Character Types


Here are a bunch more sketches drawn from video, like the ones I showcased on my Oct. 4th entry. The ones pictured above are all of guests who have appeared on the Charlie Rose interview show seen on PBS. The show's website features numerous archived clips that are just great to sketch from, since the interviews allow you to study the subject in medium close-up, moving just enough that you can get a good feel for the design of the face and body, as well as their personality. I deliberately have drawn guests who I am not familiar with, as the point of the exercise is to take an honest approach to seeing the "design" of a face, in the size, shape and relative placement of the facial features on various head shapes, without getting hung up on whether or not a good likeness has been achieved. These sketches can then later be used as a starting point in developing "Character Types" for your cartoons and animation designs.

Here are direct links to all of the clips I used, so you can see how I interpreted the video reference:
Alison Gopnik
Klaus Schwab
Yang Lan
Jack Ma
Annie Cohen-Solal
Tung Chee-Hwa



The montage above is just of various people I have sketched recently from TV, so unfortunately I can't link to any clips for you. But I post them in the hope that it will encourage some of my readers to try this method of sketching people from video reference while taking a more caricatured approach. Specifically, I offer these up as examples to my Sheridan students as being representative of what I will be looking for in your ongoing assignment that I'll be assessing at the end of the fall semester.

Monday, October 4, 2010

Sketching Character Reference

I put this post together to tie in with what I'll be starting to cover in my Character Design classes at Sheridan College this week. The topic is "Character Types", and these are a few samples I just sketched yesterday to illustrate what I'll be stressing in this subject. I'm a firm believer that an animated or illustrated character should aspire to be distinct as an individual - the visual design suggesting a certain personality through the physical face and body type. The character designer on an animated film should serve the same role as a casting director on a live-action production. Just as a casting director tries to cast an actor or actress who has a believable "look" for a particular role, so should the character designer be trying to create a character that visually suggests the personality to be portrayed in the film.

There is a tendency for the novice to simply design a character off the top of his head, without considering what physical aspects and personality traits seem to work well in combination together to communicate a clear visual statement to the audience. My view is that, before an artist can have any knowledgeable output, one must first have some informed input. Therefore, I strongly recommend sketching people in the world around you, either from life or, as is my preference, from studying various character types on video in order to build up a library from which to draw upon when designing a specific character. I prefer the latter way of working, as video provides a way of studying the subject in a completely controlled manner, allowing one to study the subject at one's leisure. It helps to see the subject in motion, which makes it easier to see the physical "design" of the face and body type in order to then exaggerate and abstract it. Additionally, seeing the subject in motion and displaying physical nuances through body language, expressions, vocal mannerisms, etc. makes the resulting sketches far more successful in capturing personality and inner life than one would likely achieve by working from a still photo image.

Anyway, here are some samples sketched from YouTube that hopefully will illustrate what I'm saying more clearly. It should be noted, however, that the goal of the sketches is not to come up with a perfect likeness of the subject, but rather to make an honest attempt at seeing a unique design in the face and body type and using that as a springboard for abstraction and caricature:


Here are the links to the YouTube videos I sketched these from:
Character #1 Character #2
Character #3 Character #4


Here are the links to these videos:
Character #1 Character #2
Character #3 Character #4

Ironically, the "tough guy" character I've sketched from the YouTube clip is an imagined personality suggested by the physical type, as the fellow in the video really comes across as a very friendly and gentle sort. But in animation and cartooning, perception can carry more weight than being literal to the subject. Remember, you're trying to put forward a visual impression that your audience will understand at a quick glance. When required, more subtlety can be developed though story and animated characterization as your film progresses.

Tuesday, April 13, 2010

Some Cute (And Not So Cute) Doodles!


I make no bones about the fact that I love to draw cute characters. Cartoons that are cute and appealing are what I grew up with, and I still far prefer that over the ugly schlock of today, therefore that is what I gravitate towards in my own cartooning. Here are some more examples of recent doodles that explore that theme.


In the one above, I decided to scribble out several animated poses of the same little guy bouncing his basketball. Though I have never animated per se, I have always enjoyed bringing a character to life through continuity poses and expressions. Of course, this is the essence of what I have done for many years in illustrating children's books for Disney. Ideally I would love to start illustrating books with my own characters, but I'm not sure that children's book publishers even like cartoons anymore. Regrettably, they seem to have forgotten that the most famous kids' illustrator of all time, Dr. Seuss, was in fact a cartoonist.


These were a couple of quick impressions I scribbled of other diners at the restaurant I was at several weeks ago. The old guy reminded me a bit of Ed McMahon and the young girl had similar features to Drew Barrymore. The cat was not actually in the restaurant, but snuck into my doodling just the same.


Okay, I guess these ugly rascals can't be called "cute", but they were fun to draw. After finishing up a Suduko, I started aimlessly doodling a couple of ugly mugs, which then led to a whole series of unsavory mobster types appearing around the edge of the puzzle. I particularly like the psychotic looking fellow in the lower right corner and the wall-eyed rascal in the top middle. The whole exercise was really meant to explore facial features of varying shape, size and relative placement on various head shapes, which is something I stress constantly in my Sheridan College Character Design class.

Sunday, February 7, 2010

Drawing Cartoon Eyes

I came across this film still from Disney's The Princess and the Frog by way of John Kricfalusi's blog. John has been pointing out (quite correctly in my opinion) how badly designed and drawn the TV shows from the 80's were. Furthermore, he contends that those bland and soulless 80's character designs live on to this day, not only on TV but also in feature film animation. Though I might be rather more charitable towards Disney's features of the last 20 years, I can't say that John is off target in this criticism either, especially when I see an example like the following that he includes:


John's correct in his assertion that some of Disney's male and female leads are bland and generic in design. I too feel like Prince Naveen in The Princess and the Frog is highly derivative of Prince Eric and Aladdin who came before him. Ideally, I'd like to have seen Naveen designed more ethnically exotic in his actual features, rather than just his flesh colour, perhaps more like the young Omar Sharif, for example. However, despite this criticism, I will defend the actual drawing and animation of Naveen as being highly competent. He is solidly drawn, if uninspired in design.

I'm afraid, however, that I cannot say the same for the three young ladies looking so adoringly at Naveen in this particular scene (undoubtedly drawn by a different animator than the one handling Naveen). I'm sorry to say that I find the drawing of these three very amateurish - more the kind of drawing I'd equate with the aforementioned 80's TV animation. I recall thinking the same thing when I saw the village sequence that opened Beauty and the Beast. There were a lot of village folk very poorly drawn and animated in that film, though all of the principal characters were handled so well. I think things got better in subsequent films, however, and I was glad to see it. But, by virtue of The Princess and the Frog being Disney's first traditionally animated feature in six years, it looks like they're saddled with some newbie animators, likely by way of TV animation, who just aren't up to speed yet with their drawing.



As it happens, I've just lectured about the design and function in drawing eyes as part of my Character Design class at Sheridan this past week, so I'd like to offer my thoughts on that subject in regard to this particular still from the Disney film, as well as this suggested revision in some of the drawing. First of all, I find the construction lacking in the drawings of these three girls, especially when compared to the better drawn Naveen. I think the head construction on all three could be tightened up a bit, and the 2nd girl could do with a more substantial nose structure too. Mostly, though, it's the construction and direction of the eyes on all three that bothers me the most. Girl #1 has eyes that are spreading out too large and show no feeling of being spherical eyeballs behind the surrounding flesh, due to the pupils being drawn without regard to the rounded surface they exist on. Girl #2 at least has elliptical pupils, suggesting a turning of form, yet they are not even close to being directed towards Naveen's eyes in order to meet his gaze. I haven't drawn Girl #3, but her pupils, drawn as perfect circles, also show no indication of turning on a rounded surface and she appears to be looking at something offscreen beyond Naveen's left ear.

I must admit, poorly drawn and unfocused eyes are a big pet peeve of mine, as it it takes so little extra effort to draw them well. Here are a couple of notes from the lecture I give on cartoon eyes:


Monday, January 18, 2010

How To Draw Cartoons!

Well, only touching briefly on the subject, to be honest.

I've been associated with Visual Arts Brampton for about 7 years or more now, and I can most often be found there on Tuesday evenings for the open workshops in life drawing. Visual Arts Brampton, or VAB for short, is located on the east side of Hurontario immediately north of Steeles in Brampton Ontario, just a short drive away from where I live in adjacent Mississauga. Keith Moreau runs this art studio that offers art lessons and open drawing sessions to the general public, and I'd like to encourage those in the Brampton area to come out and join us for some life sketching on Tuesday evenings, 7:00 pm to 9:30 pm. It's only $10 per session with no obligation to sign up for anything - just drop by when you're of a mind to. I've posted some of my more caricatured approaches to life drawing previously, which may be found here. I think I may soon be posting more samples, as I've got a ton of them stockpiled. Also, here are a couple of caricatures pictured below I drew of aspiring young artists who have joined us in past sessions.




Something else Keith and I have been starting to venture into is doing some test runs at cartooning tips on video. To be honest, they're pretty rough attempts so far, as nothing has been scripted at all and I have a tendency to ramble a bit in my somewhat awkward stammering way of speaking! But we're just trying out things in the hopes of developing it more down the road. Anyway, here is our first attempt at something pretty much on the fly that Keith's son Nick has videotaped and uploaded to YouTube for now. Funnily enough, although I'm quite comfortable standing up in front of a classroom full of students at Sheridan College, I'm pretty damn self-conscious in front of a rolling camera! No Oscars for acting in my future, I'm afraid...


Saturday, May 23, 2009

Digital Cheesecake!

For a long time now I've been trying to figure out this digital painting stuff with Photoshop and finally I seem to making some headway. I went through pretty much all of the Photoshop brushes, trying them out in various ways to see what I could do with them, but I find most of them rather unsatisfying. However I did stumble upon this one that, after lots of messing with, I found I could get some nice painterly results. I also had been studying the work of fellow caricaturists, Court Jones and Paul Moyse, both of whose abilities I admire greatly, in order to analyze how they're using the medium so well.

So then I decided to experiment and see what I could accomplish with this initial amount of Digital knowledge, as little as it was. I started out sketching this girl right on the screen using a brush I'd created from a tutorial that gives a nice soft pencil look. Then on a separate layer, I jumped in with both feet and started to paint it. I must confess that I got very frustrated along the way, nearly giving up a few times, but I persevered just to see what I could learn from the experience if nothing else. For this first attempt, I do wish I hadn't painted the background so close to the colour of her hair, though I do kind of like the way her hair melds into it at the back.

The more I worked with it, the more it started looking like a cartoonier version of the type of pin-up paintings I've always loved by Gil Elvgren, with a rich, creamy, oil paint feel to it. Since I didn't really know what I was doing most of the time, it took me hours longer to do than it really should have, but this was just a learning experience and hopefully I'll be able to accomplish things more quickly as I get more proficient with it.

For this second attempt I used several vintage 50's pin-up photos as reference, combining elements from each and making stuff up as well. This time, however, I drew her in pencil on paper the way I normally do, then scanned in the sketch. After making it into a transparent layer in Photoshop, I painted in the main areas on a separate layer underneath, first in flat colours, then adding a bit of modeling based on the lighting in the reference photos. Above is the rough sketch with quick colour added. It's actually a fun and satisfying technique in itself, and warrants more exploration sometime.

Once I had a rough colour sketch I was happy with, I merged the two layers together and started into the "oil painting" technique on top. Though I was having an easier time of it since my first attempt, the difficulty with digital painting is knowing when to stop and leave an area alone. I tried to keep the whole thing progressing at the same rate, but it's always so tempting to start embellishing it with details too early in the process.

Seeing the finished artwork, I'm still not sure about some things. In my opinion, there could still be more tonal definition, as I feel that some areas look too soft, especially when compared back to the colour sketch. Doing narrow, smooth lines is not easy in Photoshop, and I therefore have a hard time with detail in the hair, as well as the eyelashes, and any areas where I've used a bit of soft darker outline to help accentuate some of the form. Here's where a good sable watercolour brush still beats the heck out of computer technology, in my opinion. (Yes, I remain a traditionalist at heart!)

Anyway, these are just a couple of initial attempts to learn the digital painting process. I keep on studying the work of artists I like in order to pick up additional skills, but I know it's a long road ahead of me.

Thursday, January 29, 2009

Anthropomorphism

John Kricfalusi has just posted an interesting piece on the use of dog-nosed faces on otherwise very human cartoon characters. This is a phenomenon mostly found in Disney's "Uncle Scrooge" and Donald Duck" comics illustrated by Carl Barks, although it's been seen in animation as well, like Nelvana's "Rock and Rule", for example. I agree with John that this type of character is rather off-putting, as it is neither distinctly human nor typical of the "Funny Animal" type of cartoons so prevalent in animation and comics. Though the Carl Barks dog-nosed characters are rather benign, this trend also begat the "Furry" movement, which usually also seems to have a sexual bent to it in the art of its many practitioners.



At this very point in time, I am coincidentally covering the topic of "Anthropomorphism" in my Character Design course at Sheridan College, so I'd like to take this opportunity to address the distinction between "Funny Animals" and "Furries". Some time ago, I'd posted this piece on "Four Degrees of Anthropomorphism" that covers most of the main approaches to creating animals with human traits and personalities in various animated shorts and features. By breaking it down into these four common approaches, I hope to teach my students how to create a set of rules to apply to the way they handle animal characters in their film stories, so that there's a certain logic and plausibility that is maintained in what they're trying to communicate to their audience. And from a purely visual standpoint, I'm also trying to impress upon them where to draw the line between an anthropomorphic animal that possesses human traits, before crossing that line and instead ending up with a "Furry", being essentially an animal's head stuck on top of a fur covered human body.



Ideally, an anthropomorphic animal should maintain something of the actual animal's physique, even when walking around on two legs and wearing clothes. If you look at this still from Disney's "Robin Hood", you will note that Robin himself is still very much a fox on two legs, and that if placed back down on all fours without his costume, he would be very much at home in a film like "Lady and the Tramp" as a caricature of a real fox but with a human personality. Same thing with Little John the bear. When done really well, an anthropomorphic animal character should be initially visualized as a "Human Type", then translating those human physical traits and reinterpreting them in the animal design. I discussed this topic here.



For those of you familiar with "The Country Bear Jamboree" at Walt Disney World, the Disney artists were very successful in creating a cast of bear characters that looked like caricatures of the type of performers one would see on the stage at Nashville's "Grand Ol' Opry". Here is a picture of "Big Al", as an example of what I'm talking about. The facial design and physical body type are very much based on the character's human equivalent, yet never losing sight of the physical design of the actual animal either. For many students, this seems to be rather confusing and a challenge to pull off, while for others it seems to be a very natural, intuitive process.



For the uninitiated, just so you have a clear idea of the distinction between what I'm describing here and the aforementioned, dreaded "Furries", here is a link to some Google images of the latter. As you can see, they are more mutant than animal. As a general rule of thumb: If it is embarrassing to look at your animal character when he or she is naked, chances are you've drawn a "Furry"!!



Just to solidify the distinction, here is a clip from Disney's "Bedknobs and Broomsticks" that shows how to successfully translate animals into two-legged anthropomorphic characters while still maintaining the animal's physique. I really love this clip, as all of the gags are based on the traits of the actual animals, yet every one of them also conjures up a "Human Type" equivalent as well. Wouldn't you agree that the big ugly rhino puts one in mind of some thuggish, skinhead footballer? Of course, the sleek and agile cheetah is more of the David Beckham type.









Saturday, November 29, 2008

Hitchcock's "Vertigo"



This month on the National Caricaturist Network forums, the subject for the drawing contest is "Hitchcock Films", as decided upon by last month's "B.B. King" contest winner, Vin Altamore. I was overjoyed at this choice of subject, as it gives a lot of scope as to whom we may draw based on whatever Hitchcock film we choose to portray. I really love the films of Alfred Hitchcock, and I had several favourites to choose between, including two starring Cary Grant: "North by Northwest" and "To Catch a Thief". However, my all time favourite is 1958's "Vertigo", starring Jimmy Stewart and Kim Novak and, believe it or not, I'd never really drawn a finished caricature of Jimmy Stewart before, though I recall having done some rough sketches of him many years ago. I had, however, drawn a caricature of the alluring Kim Novak from the other film in which they had co-starred together, "Bell, Book and Candle", which you may view here.

There were actually a lot of creative decisions that went into preparing this image, long before the drawing was finalized. In watching the film again, I wanted to pick out one scene that would seem iconic, and the pivotal scene at the old California mission was just perfect in summing up the movie for me, more so than anything in San Francisco itself, where the bulk of the movie takes place. As you can see by the rough thumbnail sketch pictured at left, I wanted to combine several shots from that scene into one single image that would tell more of what was going on, so in addition to the desperate embrace that Jimmy Stewart has on Kim Novak, I wanted her eyes to be focused on the top of the foreboding bell tower. So I included a forced, 3-point perspective shot (not entirely successful) of the mission to create the suspense, and took it further by using the spinning vortex from the Saul Bass title animation as the backdrop, with the bell itself focused in the centre. Lastly, I had struggled with getting Kim Novak's caricature in this 3/4 view, as I wanted to show her hair at the back in the "Carlotta" bun, indicative of the subplot of her believing she's possessed by the spirit of the mad Spanish woman, Carlotta.

Though I've certainly seen "Vertigo" a number of times, it's amazing how it can continue to engage me with repeated viewings. When you see the film for the first time, there is the shock of the mystery being revealed in the last act, which of course you can never relive a second time. However, even when you know what is going on, it's such a pleasure to watch the characters' faces, as you are aware of what they know and what they don't know at any given time. While Jimmy Stewart was wonderful in anything he did, this may be Kim Novak's finest hour, as she was not always given such great roles to work with in her somewhat spotty career. (I personally liked her a lot co-starring with Frank Sinatra in "Pal Joey", but the critics were not as impressed, I'm afraid.)

I'm including here the trailer for "Vertigo", which will hopefully give the uninitiated a compelling reason to seek this film out. Bernard Herrmann's memorable and haunting score, which plays over this trailer, is just one of many reasons to see it. Also, in the second YouTube clip, some very clever fan of the film has taken it upon himself to revisit all of the major locations in San Francisco where "Vertigo" was filmed, as well as faithfully recreating some atmospheric shots like the pan across the inside of the arched doorways of the old California mission. One interesting note of trivia is that the infamous bell tower had actually been created for "Vertigo" as a matte painting, as the mission's own bell tower had burned down many years prior. That's why you're not going to see any such bell tower in the scenes shot by this film fan. I really encourage all of my readers to watch "Vertigo" if they've never seen it before, as it really is one of Hitchcock's finest works.



Sunday, September 28, 2008

Working Out The Likeness

A comment by Denise Letter on my previous post:
"Hello Peter, good drawings! Could you put some of the photos of these people up to compare and learn?"

A very good idea, Denise! First of all though, I must give the following disclaimer:

The fact is, working from still photos is not my preferred method for drawing caricatures. When I draw caricatures of celebrities I never use photos if I can avoid it, as I much prefer to sketch them from watching video. By seeing my subject in motion, I find that I get a better feel for their simple visual design without getting bogged down with extraneous details. Also, I am equally as interested in capturing their distinctive personality in addition to their physical likeness and this too is more easily achieved by seeing my subject in action. For me, video is my favourite medium to work from, even better than real life, as it is totally controllable in my ability to play over or pause on a single frame for studying something in depth. When I work from still photos, I must admit I can't guarantee a great likeness of the subject, as the best I can hope for is that the interpretation results in something fairly close to the reference photos provided. So, having said that, I now present for you the way I work when limited to still photo reference alone.

When I sketch my fellow NCN members, the resulting caricature is very much dependent on what sort of photo reference that member has provided. To be perfectly blunt, there are some members who I am unlikely to even attempt to draw because they have only posted a single photo to work from. I never draw from a single image, as it too limiting in its visual information. So the members I like to draw are the ones who have provided a variety of pics, showing different angles and some variation in natural expression. (I say "natural" because I don't like made up funny expressions, like tongues poking out, crossed eyes, etc.)

My first step is to download as many of the pics as I think may be helpful to draw from by placing them in a file folder. At this point I then open them all up on my computer desktop and just look at them for awhile, glancing from one pose to another in order to try and see the underlying "design" of the face. So now I'll use these three examples to attempt to explain my thought process in working out the caricatured likeness.

This "Wolverine" lookalike is Adam Pate. As I study the selection of photos Adam has provided, I first try to see the overall shape of his head and face. Adam has a very wide, blocky jaw structure and a sturdy neck. His head shape seems to taper in narrower at the top. I keep everything loose at this stage of my drawing, as I may need to go back and fine tune things as my drawing progresses. Next it's onto the facial features themselves.

The facial features should be analyzed in three different ways: 1) Their relative spacing and placement on the facial plane, 2) their relative size to each other, and 3) their distinctive shape.

My visual impression of Adam's face is that his features are close set along the vertical centre line of his face with plenty of open space for the wide jaw and chin. Size-wise, he seems to have a large nose, small eyes and narrow mouth in its relaxed state. When I study the shapes, his eyes are slanted up and narrow with small light coloured irises. His nose flares out at the bottom with prominent nostrils. The mouth is always the most flexible feature, so I based its shape specifically on his expression in the 4th photo. I like the way his eyebrows arch upward in some expressions, so I portrayed them that way. In fact, Adam's face is very much based on a series of angular, alternating 'V' shapes. Sometimes I like to mentally compare a subject's face to a famous celebrity I've drawn before, and in Adam's case I thought there were some similarities to Kevin Kline and also, strangely enough, the young Peter Ustinov!

My next subject is Ken Coogan, or "Coogy" as he goes by professionally. Coogy's got a long narrow head shape that is swept back in a convex facial plane as can be clearly determined from the profile in the 5th photo. Because of this, my impression is that his features are stretched along this vertical space with a small chin that is close set to a long thin neck. His longish nose keeps the eyes and mouth separated some distance from each other. His eyes are squinty and heavy-lidded when he smiles and he has prominent lips. The shapes of his eyes and mouth are based on more curving 'U' shapes that head in opposite directions from each other. There is a droopiness to his features. Again, like in Adam's face, I chose to portray Coogy's raised eyebrows that I see in some of his expressions. As I drew Coogy, I couldn't help but think that he has similar features to that of comedian Garry Shandling.

Finally we come to Angie Jordan. Some aspiring caricaturists are somewhat unsure of how to approach drawing the face of an attractive woman, yet one should not shy away from the challenge. Overall, Angie strikes me as having a very angular head and features, which are in great contrast to the softer, curvier features that are seen on Alison Gelbman at the top right corner of my previous montage. In determining Angie's head shape, I am more inclined to draw her in a 3/4 view so that I can play up her high cheekbones and angular jutting chin. Her nose also juts out from the facial plane, so I see the overall design of her face as being made up of "arrows" thrusting forward and slightly downward at a 45 degree angle, with bridge of nose, mouth and jawline all parallel to each other. I like the expressiveness of her eyes in the 3rd photo, so I play up that wide-eyed look, giving her a lot of white space around her irises. Her mouth stretches wide back to her cheeks when she smiles, with all of her flesh taut to the bone. With females, it's also fun to study how the hairstyle works with the design and framing of the face. Angie's hair is long and straight with an interesting tuft in front that hangs down towards her eyes.

Again, I must confess that I have no idea how much these caricatures may or may not capture the subjects, as I have never met my NCN colleagues in person to have formed a visual impression of them. If I had good video reference of these folks to sketch from, I would likely end up with somewhat different results. By the way, my Sheridan students will recall that I distinctly have instructed them to draw people for their sketchbook assignment either from life or from video, and NOT from still photos. Until you have experienced drawing people in a caricatured fashion from life, you will not be able to draw them from still photos with the necessary skill set required to make informed artistic choices. Believe me, even I feel hindered when drawing from photos and would far rather draw my NCN friends from real life in order to get a more accurate feel for what they're all about.

Saturday, September 27, 2008

Variety Is The Key!



Back in the spring, I decided to join the National Caricaturist Network (NCN) in order to meet some of my talented colleagues online and hopefully raise my own profile out there in cyberspace. It's certainly been a fun and rewarding experience, and I'm glad to be getting to know such a great bunch of artists through the member forums. (Unfortunately, you have to be a member to read them, otherwise I'd direct you all there. Sorry!)

Anyway, one of my favourite areas in the forums is "The Firing Squad", where members can post a selection of photos of themselves as fodder for the rest of us to sketch from. It's quite fascinating to see the myriad of variations that result, with each artist interpreting the subject in their own individual way. At this point I have sketched over 50 of my colleagues and posted them in the forum, as it's a lot of fun and keeps me in practice with what I love to do. Here is just a random sampling of some of my fellow NCNers - I'll post some more over the next little while.

Fact is, I really enjoy drawing what people really look like. By that I mean, not just drawing the same generic, cookie-cutter face and body design over and over again, but instead really observing the individual "design" of each person's face and then trying to exaggerate and simplify it into something appealing, while hopefully capturing the essence of their personality as well. I thought it might be a good time to post a montage of these faces on my blog, as I am currently going to be teaching my Sheridan animation students all about "Character Types". In other words, designing a character that somehow communicates to your audience what he or she is all about through the face and body type, essentially doing the same thing in cartoon that a casting director is concerned with when selecting the most appropriate actor to fill a role in a live-action film.

During this first semester at Sheridan, my students are also required to keep an ongoing sketchbook of drawings of actual people they see, but caricaturing the features and bodies as if they were studies for potential animated film characters. I am of the strong belief that by studying what individuals look like, this will hopefully result in them producing character designs that are richer in personality as well as more visually interesting in their variety of shapes and sizes. By posting my own caricatured drawings of these NCN members, I'm hoping this will give my students a clearer understanding of what I am looking for and why. In upcoming posts I will discuss more of the thought process that goes into doing these.

Monday, August 25, 2008

Gouache Meets Photoshop

In my previous post I showed some sample illustrations from a couple of Disney books that were painted completely in the traditional method of paint on illustration board. However, just so you don't get the idea that I am totally against using Photoshop, here are some samples that employ a hybrid method that I like to use.


This illustration is from a book published a few years ago by Random House, entitled "Beauties in Bloom", which featured two spring themed stories, one featuring "Snow White" and the other, "Cinderella". This was the first in a series of seasonal books put out as part of the "Disney Princesses" program. Though I'm admittedly not keen on the packaging of the characters under the "Disney Princesses" banner, I do enjoy illustrating the classic characters in original new tales, rather than just retelling the film stories.


After my final pencil layouts of the pages have been approved by Disney, I then separate the elements of characters and backgrounds. I transfer the background drawing onto a sheet of illustration board using graphite paper and a photocopy of my drawing that I can trace over with a sharp hard pencil. Once the background image is on the board, I start out painting in the large areas such as sky and grass using dilute washes of gouache on the surface which has already been pre-moistened with water brushed on evenly with a large flat brush. Once the larger expanses are in, I can start building up the details of bushes, trees, and surface texture on the ground.

In the case of "Snow White", since the film's backgrounds were rendered in watercolour, I am using the gouache more dilute in order to approximate the look of real transparent watercolour. It's a bit of a cheat, but then I'm pretty sure that even the Disney artists used some opaque gouache in areas that needed lighter highlights over dark areas. Frankly, I've never been good at handling real watercolour, so I prefer to use gouache because I'm more comfortable with it. Once all of the backgrounds have been painted, then comes the rather tedious task of scanning them into Photoshop, usually in two or three sections because of the limited area on the scanner plate. I then have to reassemble them into single Photoshop files, which is often tricky due to some areas having scanned a bit darker or lighter than others, and therefore needing some adjustment.



With the backgrounds out of the way, I can then get to the characters. Working from my clean pencil layouts, I place a sheet of matte finish mylar film on top of each one and, using a very fine #00 watercolour brush, carefully ink each set of characters as delicately as I can in order to approximate the way they used to hand ink the old animation cels using a crowquill pen and ink. When these are all completed, I then scan in each sheet of character art, again sometimes having to reassemble any large character groupings that were too big to scan in one piece. (Fortunately, that doesn't happen often.)

At this point, each page of character line art has to be converted into a transparent layer in Photoshop. This is so that I can then colour the characters by "painting" on a second transparent layer below, thus resulting in an image that really does approximate an animation cel with solid flat colours beneath the clean ink lines. What's nice about this method too, is that I can very easily go over separate areas on the line layer to change the colours of the line to something that relates better to the area of colour they contain. This is also the way they used to ink the cels in the early Disney feature films. Usually I keep this part pretty basic; just brown lines to surround warm colours and dark blue lines for blues and greens. I do a bit of tonal modeling on the areas of colour, but I keep that real basic too, otherwise the characters start looking too much like plastic.

Once both backgrounds and character layers are in the computer, it is then a very easy and fun process of assembling them together for the final picture files. The benefit of working this way as well, is that if either Disney or the publisher require any changes to be made, it is not much problem to slightly shift or adjust the size or colour value of a character, without having to worry about the background. Finally, the real benefit for me is just sending the client a couple of CDs containing all of the page setups, instead of sending a bulky stack of original illustration boards by Fedex, which can be quite costly, as well as nerve racking, hoping they arrive safely.

Because I really enjoy trying to match the background painting style of the original film, here are a couple more examples of my Disney book work which show some variety in approach:


This is a scene from "Happy new Year, Pooh!", that I did as one of a series of "Winnie-The-Pooh" books for Reader's Digest. It was a book of the month type of thing, where each title related to something in each month of the year. I did three books in the series. I quite like working with the Pooh characters, as well as doing the looser pen, ink and watercolour backgrounds that the film employed to adhere more to the original Shepard book illustrations. These backgrounds are more like coloured drawings than true paintings, and therefore are easier for me.


Still, that doesn't mean I shy away from more painterly approaches, as I had fun trying to mimic the style of background artist, Eyvind Earle, in "Sleeping Beauty". Eyvind would paint in large, opaque, flat areas of colour, then build up the surface detail in multiple layers with his gouache. My paintings are a lot more basic than his, though, as he would create incredible textures and ornate design work in his film backgrounds. In June of 2007, I got to see the exhibit of original Disney animation art that was on show in Montreal (having first debuted in Paris). It was a real pleasure to be able to get up so close to some original Eyvind Earle backgrounds and analyze his approach in the brush work and order in which he would paint all of the elements. His gnarled, old tree trunks were incredible to behold. My simplistic "forgeries" pale in comparison, I'm afraid, but it sure is fun trying to paint in his style!

Sunday, August 10, 2008

The Problematic Brush

As I mentioned previously, Adobe has not really understood the needs of those of us used to working with real paints and brushes. In all of the brushes that Photoshop CS3 comes with, there is not one that will give you the effect of real paint being brushed onto a board. Sadly, all that's available in the default selections are hard brushes to give solid flat colour, soft brushes that have diffused edges like an airbrush, and an assortment of textures that work like moving rubber stamps, not serving artists so much as providing a novelty for the crafts enthusiasts. (Sorry for my blunt opinion, but that's the way I see it.)

And so, I was rather delighted to find a custom brush that caricaturist Court Jones uses extensively in his art (like the sample pictured below of The Beatles) that he describes how to make in a tutorial he posted on the NCN forums some time ago. I've recreated it here to show what a neat effect it can give you:



Step 1): Using the circle selection tool, fill a circle with a bunch of random, unevenly drawn horizontal lines drawn with a small hard round brush. Then, under "Edit", choose "Define Brush Preset". This will then add your new brush to the collection of existing Photoshop brushes. But it still needs some more work...

Step 2): In your brush settings, select "Brush Tip Shape". Then set the "Spacing" slider to between 15 and 20%.
Next, select "Shape Dynamics". Make sure that under "Size Jitter", the control is set to "Pen Pressure". Then, under "Angle Jitter", set the control to "Direction".
Finally, select "Other Dynamics" and make sure both controls are set to "Pen Pressure".

Don't forget to save it as a "New Brush Preset". Then, just for safety's sake, quit Photoshop and relaunch it. This will make sure that the brush is saved in the event of a crash.

Assuming you have made all these setting adjustments, the brushstroke thumbnail in the bottom of your brush settings should resemble the hairs of a round watercolour brush - soft horizontal lines that converge into tapered ends. Once you start making some marks with it, they should look like the samples here when at full 100% opacity and flow.

Step 3): When used at full strength, the brush strokes look a little harsh. But if you reduce the opacity to about 30% or less, you can start getting some nice creamy blends just like real paint. You also want to get in the habit of using the eyedropper tool to choose surrounding colours to further blend with, ending up with what looks like the sample I've sketched here.

Now, ideally, everything should be working well for you at this point and, with much experimenting and practise, you may be able to paint nearly as well Court Jones. Not an easy feat, I'll grant you :)

However, if you're using an iMac like me, you may run into a snag. I've found that this particular custom brush will sooner or later cause Photoshop to crash, leaving the message, "Photoshop has unexpectedly quit". Although, after it happens several times, it isn't so unexpected any more. The culprit, as I mentioned in the earlier post, is the "Direction" setting. I'm convinced that is what is problematic for the iMac, anyway. I've mentioned the problem to several Adobe tech support people but they all seem to play dumb, claiming that they've never heard of this happening before. Yeah, I'll bet.

And so, I continue to dislike virtual art media when compared to the real thing. Forever the traditionalist, that's me...

Saturday, August 9, 2008

More Photoshop Frustration!

In addition to the problems I'd been having with the computer itself, I was also encountering a snag with Photoshop. As I mentioned in a recent post on how I'm hoping to learn some digital painting skills, I can't see it being very successful using only the default set of brushes. Unfortunately, I don't think that Adobe has ever really come to terms with the fact that much of their clientelle includes illustrators, not just photographers, and have really not created brushes that behave like natural sable or bristle brushes in order to satisfy our requirements. However, they have now opened things up a bit by allowing for artists to create "custom brushes", either by adjusting the settings of existing brushes, or creating something from scratch.

Not long ago, I had read on the forums of the National Caricaturist Network, a tutorial by the brilliant Court Jones (sample art shown at left), showing how to construct custom brushes in Photoshop that would behave similar to real brushes. I followed his directions to create one and, not long after starting to use it, Photoshop just crashed, disappearing and leaving the message, "Photoshop has unexpectedly quit". Several attempts later and it was causing Photoshop to crash every time. Many phone calls to Adobe did not help to resolve the problem, and they were convinced it couldn't be their program, that it must be my computer. I might have believed that, were it not for the fact that the same thing has happened on the iMac that was having the power problem (as detailed in last post), the new iMac Apple gave me in exchange, and also the 24" model that I insisted on upgrading to. Therefore, the glitch is in Photoshop itself, or at least something that is incompatible with the iMac.

My Google search into the matter turned up some interesting discussions on various creative forums, though. Seems that many graphic artists who have experienced the same problem have come to the conclusion that the trouble lies with the setting of "Direction" under the "Shape Dynamics" function. This setting is essential for enabling the virtual "hairs" of the brush to follow in the direction that you move the stylus. Seems that this is problematic on a lot of computers, causing some conflict between software and hardware, resulting in a crash at some point. I find it very frustrating, and it also reinforces my personal belief that virtual media is still no match for real brushes and paint! Fact is, I haven't yet been able to totally control making even a simple, smooth line using Photoshop. Yet it is a simple matter for me to create a line with real brush and ink that is a thing of great beauty. Why should I have to fight with percentages of opacity, flow, brush size and pen pressure settings in order to do what I can so easily accomplish through intuitive pressure and angling of a well crafted Winsor & Newton sable brush?

However, one good thing that has come out of all of my exploration was finding a tutorial on how to make a custom brush that feels pretty much like a nice soft pencil for sketching with. I found this great little tip on the blog of concept artist/designer, Paul Lasaine. All it involves is taking one of the default brushes and tweaking the settings a bit to make something more practical for the artist. I've tried using Sketchbook Pro on a friend's computer, and this custom brush created on Photoshop feels much the same as the Sketchbook ones, as I recall.

These are a couple of Photoshop doodles I just did to play with this virtual pencil. There is a nice freedom to using this modified brush and I can see myself getting some good use out it. These two samples started out as sketches directly using the new brush, then adding a layer on top, selecting the "Multiply" feature, then adding colour just using the soft round brushes full strength and going back to blend some areas with some gentle airbrushing. They look similar to the results I would achieve if using coloured markers on a photocopied pencil sketch. Great for visual concepts, if nothing else, although I don't want to rule out this approach even for a fresh looking piece of final art.

Saturday, July 5, 2008

Photoshop Frustration!

I must admit, I'm still pretty leery of digital artwork. Up to this point, all of my artwork generated on the Mac has been of the hybrid sort: drawn and inked traditionally by hand, then scanned in and coloured up with Photoshop. Notice I said "coloured" as opposed to "painted". You see, I don't consider what I've achieved thus far to be digital paintings - at least not in the truest sense.

Here's a recent example which explains why not. This actually just started out as a test to see if I could create something using the Paths function on Photoshop. Frankly, I've never been able to figure out how to use that nefarious Pen tool, with it's Bezier Curves function. Being a right-brained kind of guy, I just couldn't make sense of those weird little handles. However, one of my students this year at Sheridan, Lawrence Lam, was kind enough to give me a basic tutorial on the different aspects of the Pen tool. I hadn't been practicing since then (about March), so it took a lot of messing around with it a couple days ago to figure it all out again. Fact is, it took me several hours to achieve what l did, so I'm going to have to work with this a lot more to get up to speed!


First of all, I needed some subject matter to practice on. Let's see now, what should I draw? Hmmm...hey, how about a CUTE GIRL! Fortunately, I'd been downloading pics of The Toronto Sun's daily "Sunshine Girl" for just such an occasion, so I had quite a collection to draw from. Though these pics are all relatively small, I wasn't in great need of visual clarity, as I am not attempting to achieve a perfect caricatured likeness of a specific girl. Anyway, I liked the sunny look of this cute blonde with her ponytails, plus the pose was appealing, so I went with her.


So here is my pencil sketch, starting out with a rough blue underdrawing, then defined on top with a dark pencil outline. (Are you paying attention, Sheridan students?) Like I said, I'm not trying to get a true likeness of this girl like I would with my celebrity caricatures - I'm just trying to capture her essence and using her pose and facial type as a starting point for what will be a much more cartooned interpretation. You can see how I've pushed the pose more, exaggerating the tilts and angles. For some reason, I have no idea why, I just gave her a single ponytail in the back instead of the two that the model has. Anyway, I only spent less than 20 minutes on the drawing, as it really was just for the purpose of this test with the Paths tool.


So after creating individual Paths for her flesh, hair, skirt, top, lips, eyes, etc. etc., I was finally ready to start adding colour. Initially I just filled each area with flat colours using the Paint Bucket tool, then started some fairly simple rendering in each area. I did want to try to get away from just using the Airbrush tool, so I used a custom brush that I learned how to make from an online tutorial that gave a more textured sort of rendering, similar to pastel. That, plus some softening here and there with the Airbrush seemed to result in a piece that was fairly appealing. I kept my pencil sketch on a transparent layer on top, lowering the opacity of the linework so it didn't overpower the colour. However, here's where I feel rather handicapped by my minimal knowledge of Photoshop and digital painting.


Here is the same artwork with the pencil sketch layer turned off so that just the colour is visible. As you can well see, it doesn't work like this, as it needs the pencil line to pull it all together. Ideally though, I would like to develop my Photoshop skills enough to attempt a real digital painting, using just tonal rendering to create the form, though perhaps using a bit of accent linework to strengthen it here and there. Recently, I've joined the National Caricaturist's Network (NCN), and have been studying the wonderful work of such talented folks as Joe Bluhm, Court Jones and Paul Moyse, just to mention a few. All of these guys are exceptional talents working with both digital and traditional media, but it's their digital work that I'm really trying to learn from. These guys are truly digital "painters" in the very real sense - something that I currently can only aspire to. If anyone can recommend any good sites for simple and clear Photoshop painting tutorials, please feel free to post them here in the comments section. Thanks!

Saturday, June 21, 2008

Diversity and "Fairyations"

There was an interesting comment from Bill Drastal in regards to my last post. He says:

I worked for a web company designing characters and other images and while I can't say what I designed them for, we were defiantly pushed in a direction where all the main characters came out looking like the same, and when we had to design characters of different racial backgrounds the direction was to make them, quote "Normal looking"

Believe me, Bill, I can sympathize with what you say. Unfortunately we live in politically correct times, and there's far too much sensitivity to portraying people of various ethnic backgrounds (other than caucasian, of course) with any degree of caricature. Sure it's a Black character, but it mustn't look too Black. Inexplicably, there seems to be a mindset that says that only caucasians can be caricatured and that the features of other races must be played down or, ironically, made to look more like those of caucasians. Frankly, I don't get it. In fact, I would think that the tendency to make Blacks, Asians and Hispanics all look like blandly designed White people would be more offensive to them.

Back in the early 1970's we had Bill Cosby's "Fat Albert and the Cosby Kids". Though the entertainment merits of the show may be open to debate, the character design was rather commendable. It wasn't brilliant cartooning, but there was at least a very distinct, individual look to each character. Furthermore, this nice variety of shapes and sizes of the characters also helped to visually communicate something of each one's personality. This is something I can't stress enough in my class at Sheridan. Remember, you don't have a lot of time to explain your character to the audience. Ideally, the viewer should have some indication of what your characters are all about from a quick glance. Then you can use your acting and dialogue to further flesh them out as your story unfolds.

Alas, here we are in the politically correct new millennium and Bill Cosby has come back with another animated series, albeit aimed at the preschool set. Still, I really don't think that fact justifies dumbing the art design down to the level found in "Little Bill". As you can see, Little Bill and his whole family are a group of lookalike clones, completely lacking individuality of design as well as being devoid of real expression. I love Bill Cosby as a brilliant anecdotal comedian, but I really do question his taste in regards to the art stylings of "Little Bill".

Little Bill's friends don't fare much better either. They're still pretty much all the same basic design and rather robotic looking in their expressionless poses. I suppose I have to give some credit for varying the body types a bit, but overall they're pretty bland and similar in design. Is this something that today's little tykes really would enjoy? I'm just glad that I grew up on "The Flintstones" and old "Popeye" cartoons in my kindergarten days, before the days of highminded "childrens' programming" came into being.

Not all is bad today, however. Here's a character lineup from "The Proud Family" that shows character designs far more to my liking. I personally think this is one of the finest looking animated shows on TV currently. Yes, the stories are all little morality tales, of course, but it manages to be quite funny and entertaining too, not the least because of the beautifully designed characters. Just looking at this lineup of kids, you get a distinct impression of what each one is like - their personalities are obvious in a glance. Also, the visual designs work well as "silhouettes", that is, if you filled them in as solid black shapes they still would read clearly to the eye as distinct, appealing characters, all different shapes and sizes.

Here's Penny and her family, including her Dad, who's a real opportunistic type. I think he's a great character! Even the backgrounds on this show are pleasing to the eye and unified in design. I really give a lot of credit to all who have created the look of this show. Just compare these funny, colourful characters to their bland and boring counterparts on "Little Bill". I know what I'd be watching if I were still a 5 year old kid...

And now I'm going to look again at the new "Tinker Bell" movie from Disney. Like I said before, I would consider any one of these Fairy designs appealing enough on its own, as there is certainly a visual appeal to the head to body ratio, the flowing, organic shapes, and the colour schemes, as we've come to expect from Disney (though the impact is lessened by the CG animation, in my opinion, compared to the linear characters in classic Disney films.) But the fact that there are five of these tiny girls, all identical in face and form is what I see as a big, big mistake.


In looking at this publicity still from the film, one gets absolutely no impression of who these five fairies are: what their personalities are like, or how they might relate to each other in the story. Cute though they may be, they really communicate absolutely nothing to the viewer in their design. All of their various personalities are going to have to be explained through the dialogue, which is a real waste of the animation medium, I believe.


Not long ago, however, I saw this on Jim Hill's site. These young ladies have been hired by Disney to portray the five Fairies as meet 'n' greet walkaround characters at promotional events and maybe at Disneyland.


Ironically, I find these live young ladies to suggest far more in possible personality than their animated counterparts. We know who Tink is, but how about her friends? If I were to hazard a guess, I'd say that the one on the lower left suggests an outgoing, "Voted most likely to succeed" type of girl. The Black girl looks pensive and serene, maybe a shy type. The girl with the braid might be a goofy and not particularly bright type, reminiscent of Goldie Hawn in her "Laugh-In" days. Finally, the Asian girl looks rather mischievous to me, perhaps given to pulling pranks on the others. Whether these impressions are accurate to what the film's characters are all about is not important - but the fact that these live actresses convey something to me in terms of a perceived personality is what counts. Why am I not able to read the animated characters as such? In cartooning, personalities should be even more obvious because you have the liberty of pushing them more through caricatured designs, expressions and body language. Which leads me to the following sketch:


Just for fun, I thought I'd try redesigning the Fairy characters as caricatures of these actresses, cartooned in a Disney style. I haven't drawn Tink herself though, for obvious copyright reasons aside from the fact we already know what she looks like. Is this what I think the final designs should be? Not necessarily, as I think they could be explored more in various ways and then simplified and refined more for the final models. But I genuinely believe this makes for a better starting point - to try and create distinct individuals that suggest their specific personality type through the visual designs. This is what Disney has historically always been so brilliant at in their classic animated features. Female attractiveness should not all derive from just one template - variety is the key to engaging the viewer's interest! I know there is the art talent at Disney to pull it off - but why are the artists not calling the shots?

Sunday, November 11, 2007

The Cartoon Caveman At Work...

This past week at Sheridan College, two of my current 2nd Year students, Amir Avni and Mitch Kennedy, asked if I would do an on-camera demonstration of how I take a drawing from initial rough gesture through to the final sketch. It was all very spontaneous and we set up in the classroom right after I'd finished this week's lesson to their group. In a matter of minutes the camera was set up on the tripod looking down over my left shoulder and I started sketching away, keeping a stream of consciousness commentary going all the while I was working. Hopefully this will illustrate the ongoing thought process I experience as I am working out a drawing. By the way, I apologize for the initial stage where I am gesturing in quite lightly in blue pencil on the paper. What I didn't realize at the time was that it was just too light for the camera to pick up. However, once I start working out the basic forms on top of the scribbled gesture, you can make out more clearly what I am doing. As for the chosen subject matter, let's just say that there's nothing more appealing to me than doodling a cute gal!

Again, my sincere thanks to Amir and Mitch for coming up with this idea, as it really was quite fun to do and I am actually quite flattered that they asked me. Please be sure to also check out their blogs to see a sampling of what these clever students of mine can do themselves:

Amir Avni
Mitch Kennedy









The finished sketch. By the way, if this were an actual assignment, I would lay a fresh sheet of paper on top of this and refine the drawing much more before inking it.