Syllabus

Artists

Monday, October 27, 2014

The Rendering Triangle

There are an infinite number of ways to finish a Design in an appealing and professional way.  It doesn't necessarily take a dozen hours to perfectly render out a design to make it seem finished.  In-fact, depending on the design, to much rendering can ruin your design.  different styles show off different designs to their strengths.  This is why some of the best professional character designers are versatile in several ways to finish off a design -

Designs by Jin Kim










Simplify them into 3 main categories.  Design with an emphasis on LINE,  SHAPE,  or FORM.  Everything just about fits in either these 3 categories, or somewhere in-between them.



Think about some of your favorite artists.  Where do they fit?


A good way to push yourself or help yourself experiment outside of your comfort zone is to not necessarily Emulate another' artist's style, but to try a part of the triangle that is different than where you normally design.

Here is  a Demo By Jake Parker Demonstrating this to one character design. Play with different mediums, Line weights, ways to shade etc.  see how you can change the overall tone or feeling of your character design.  












Emulation -

Immature poets imitate;
 mature poets steal;
bad poets deface what they take,
and good poets make it into something better, or at least something different. 
The good poet welds his theft into a whole of feeling which is unique, utterly different from that from which it was torn."
- T.S. Elliot


"Copying the model with out awareness would be like copying a novel to learn how to write novels."
Walter Stanchfield

"... Don't just steal the style, steal the thinking behind the style. you don't want to look like your heroes, you want to see like your heroes.

"The reason to copy your heroes and their style is so that you might somehow get a glimpse into their minds. That's what you really want - to internalize their way of looking at the world. If you just mimic the surface of some body's work without understanding where they are coming from, your work will never be anything more than a knockoff." (Kleon 36)

The writer Wilson Mizner said if you copy from one author, it's plagiarism, but if you copy from many it's research. I once heard the cartoonist Gary Panter say, "If you have one person you're influenced by, everyone will say you're the next whoever. But if you rip off a hundred people everyone will say you're so original." Kleon 36)

"Steal from anywhere that resonates with inspiration or fuels your imagination. Devour old films, new films, music, books, paintings, photographs, poems, dreams, random conversations, architecture, bridges, street signs, trees, clouds, bodies of water, light and shadows. select only things to steal from that speak directly to your soul. if you do this, your work (and theft) will be authentic"- Jim Jarmusch (Kleon 14)

"School is one thing. Education is another. The two don't always overlap. Whether you're in school or not, it's always your job to get yourself an education. 
You have to be curious about the world in which you live. Look things up. Chase down every reference. GO deeper than anybody else - that's how you'll get ahead." (Kleon 19)

Plagerism vs practice - "plagiarism is trying to pass someone else's work off as your own. Copying is about reverse-engineering. It's like a mechanic taking apart a car to see how it works. (Kleon 33)





Appeal - A Discussion

WHAT IS APPEAL?
Specialists in appeal are what we call character designers.

appeal is anything that a person likes to see”. - Frank Thomas, Ollie Johnston

There is something beyond the Quality of the Drawing - Sam Neilson
Early Po designs

Nico Marlet Po designs


Early Pinocchio Designs - Followed by a complete Halt in production until Pinnocchio was made more appealing - in design and character







Redesigned Pinnocchio





"Appeal is a very very hard subject to cover...it's very elusive and hard to quantify"
"Our audience’s sub-conscious will determine whether they like what they see in a fraction of a second."

"Where a live action actor has charisma, a drawn character has appeal."

"Audiences like to see a quality of charm, pleasing design, simplicity, communication, or magnetism. A weak drawing or design lacks appeal. A design that is complicated or hard to read lacks appeal. Clumsy shapes and awkward moves all have low appeal."
"it's the artist's personal charm coming through once the drawing ability is at a level that you can see what's going on in the artist's head.

Many artists who seem creepy and cold as people tend to make creepy and cold drawings. Or they're weird and obsessive and their drawings are weird and obsessive. Giggly girls make really girly drawings, goofy guys make goofy drawings...it's the way that they talk with their pencils."

THE PROBLEM

Mark Kenndy - Not every artist or cartoonist has natural appeal.Some have naturally appealing styles and can take other people's designs or even generic designs and draw them with great appeal.
Mark Kennedy - being an accomplished draftsman isn't the same thing as drawing with an acute sense of appeal.

The uggly and repulsive may capture your gaze, but there will be neither the building of a character nor identification with the situation that will be needed. There is shock value, but no story strenght.” - Frank and ollie





THE ISSUE AND GOAL

First of all, my purpose here is not to say that one oppinon is wrong and another right or that there are right or wrong answers, rather that this is a real part of character design that all character designers have to face and work out. 


PRINCIPLES OF APPEAL/ TAKING ACTION


here are SOME principles or keys of design which seem to be most universal in appealing designs

Appeal comes from life. You can only illustrate appeal from experiencing life and its emotions. Observing.


Appeal comes from a human connection with the drawings - the most effective drawings are often the ones that the artist themselves enjoyed making - there is a personal charm - a part of the artist or their personality or experience that sometimes comes through - the audience relates to this.


Here is my favorite posting on appeal, by Sam Nielson, a co-worker of mine.  I think he hits some really good points and he has alot of foundation and experience behind him.

"Let me suggest first of all that appeal isn't magical or mystical. It's pretty straightforward, actually. The three ideas that influence appeal are:"
1) Effective use of design principles, 
2) creativity, and 
3) attention to audience and purpose. - What kind of designs appeal to an 11 year old girl?

4) Personality
1st try - lacks appeal

2nd try - much better!
Sam Neilson


SIMPLICITY




Simplicity isn't an excuse to draw poorly - Mark Kennedy


http://sevencamels.blogspot.com/2006/04/appealpart-one.html
http://sevencamels.blogspot.com/2006/04/simplicity-appeal-line-of-action-lot.html

GROUPING 

The three concepts I talk about first - rhythm, variety of shape, and proportion - are three huge, huge secrets to doing great character design
For now, try this out yourself - if you're unhappy with a drawing, look and see what you can "group" together to simplify the pose and give the figure or object more direction or a better gesture.
SIMPLICITY is a big key to appeal. Detail tends to "uglify" a drawing and it loses it's appeal. 
Take away everything that hurts the statement you're trying to make and a drawing will instantly get stronger.
Anyone who's ever designed a character knows how it goes: you start with a drawing that's busy and too complicated. You draw over and over it, refining the design. As you go, you lose what you don't need and simplify until you have something that seems to work (that's how it goes for me anyway).
That's why I love the work of Quentin Blake so much. Every drawing is super efficient. There's only as much there as needed to tell the story he's trying to tell. Nothing extra just to be fancy. And every line contributes to the statement he's making. Every line conforms to the Line Of Action.

Gordi Bernet can draw tons of detail (and disturbing subject matter) and yet always keeps it appealing. How does he do it? I guess he just has an innate sense of design that I find appealing. Also I feel like Jack Davis sometimes has lines in a drawing that don't seem to fufill any function. Bernet seems to always hace a reason for his lines. For example, all of his wrinkles in clothes describe forms by wrapping around the body.

Sometimes Jack's clothes are just exceedingly wrinkled. Bernet only draws a lot of extra wrinkles if the character is an especially untidy person and he wants to show their character. Also Bernet is a master at making fabrics look different from each other - a silky blouse looks different than a stiff wool suit.

A Video on Quentin Blake's Process - http://www.quentinblake.com/about-drawing/how-i-draw


Some articles and sites out there
http://artsammich.blogspot.com/2007/01/rant-of-week-appeal.html












Grades

I have posted your current scores on Gradebook so that you can see what you are missing. These are not final.

I have not yet graded your Midterm Hands test.

Also, just a reminder.  I give 3 free absences (Generous, I know:)  but after that each absences WILL affect your grade (see syllabus) - Participation is heavily weighted in this class and even with the blog posts you will miss ALOT if you miss more than 3 days.

A = assignment completed, Full credit
C = assignment incomplete
E = assignment missing (check your label, it may be posted but incorrectly labeled)

BEFORE you panic and email me or come see me about a grade:
1) Check that a missing assignment is correctly labeled with your name (using the tag that I made for you and that appears on the right side of the blog.)
2) Check the assignment instructions and see if you are missing any part of the assignment

THEN you can talk to me about any questions or concerns

Brian Clayton--Assignment #8