Thursday, 22 January 2015

Test Run Support Characters

The script for the test run on Capitan Benezuela is complete, checked by my partner in crime (Juan) and ready to go.
As part of getting ready to move forward with the test run I needed to design 2 of the support characters which will aid in introducing El Capitan.



The first of these is El Gigante. This character was to be a towering 7 foot 2, 380 pound muscle bound wrestler (steroids, TRT, he's on the lot, JUICED!!!) inspired by the larger than life wrestlers of the WWE and their famous rants.


The second of these characters is the Ring Announcer. Being a big fan of MMA and the UFC I could only think of one man who we wanted to influence the design of the character, the best in the business, Mr Bruce Buffer......


......or at least.... his long lost latino, 5 foot 2 tall cousin.


I will do a quick 3D blockout of the arena as this proved most useful when carrying out the alien MMA fighter task (this can be seen here: Alien MMA Fighter Task).
As these are support characters for this particular scene The design process hasnt been as in depth as with El Capitan and The White Skull, however there is enough information here for me to move forward.


Saturday, 20 December 2014

Sketch Dump

As Juan is giving me more info about the series bible I am sketching up initial ideas for elements of the story. 


We were playing around with giving a couple of the other characters animal companions. I like the idea of giving them mythological or fictional animals such as the Foo Dog for one of the Japanese warriors and the "Hare Tailed Haggis" Scottish fighter.
I have also started writing the script. Aiming for around 3-4 pages which can be used as a preview issue for the series.
That's me for the holidays so I will get back on this in a coupla weeks. Merry Christmas!

Saturday, 13 December 2014

White Skull "El Temible"

The Project Proposal, Progress Presentation and Pre Production Portfolio handins have slowed the progress of the practical work over the past couple of weeks but I am continuing to develop concepts for characters at the moment. 

Capitan Benezuela's nemesis is the last of the original mask bearers, the one who turned on fellow warriors and tried to claim the power of the masks for himself.
 Juan is making progress through the series bible and as he goes we are making modifications to the story, ensureing that as bonkers as the story is, it makes sense. He provided me with his character description for the character to work from when designing him.
"A warrior of Inca heritage whose name “White Skull” was given to him after a skull developed on his mask.
In modern day his outfit is a customised suit that share traits with traditional mariachi suit. A combination of elegance and authority surrounds his style.

Despise his average height his presence still inspires fear and intimidates the weak-willed."


Influences for the character such as traditional mariachi outfits as well as day of the dead sugar skulls were researched when formulating the idea for the character’s “modern day” design. One of the things the description made me think of was “El” from Robert Rodreguez’ “Once Upon a Time in Mexico” films…… and “The 3 Amigos” XD


Initially I was considering giving the character’s mask a design influenced by Day of the Dead sugar skulls but based on feedback this made the design a bit too busy so a more simple skull emblem. 


Juan said last minute that he wanted a rose symbol incorporated into the character’s outfit…… I don’t know why yet but its been worked into his backstory. Ill find out when that’s worked out.


The design received positive feedback from peers. There are a couple of details that might change a bit as the story develops but overall as things stands we are happy to move forward with this design.

Wednesday, 3 December 2014

Research Proposal – Effective Visual Storytelling

Abstract
Understanding the art of visual storytelling is vital for any artist, especially illustrators and designers. The ability to convey ideas and the stories behind them visually is essential for any artist, whether communicating the events of a narrative on the wall of a monastery or within the panels of a comic book.
Any artwork produced should be in service of the narrative which it is trying to convey and should aim to portray the events in the most dynamic, visually engaging way possible. It is necessary therefore to strike a balance between the artistic vision of an image and the story it tells.
The more proficient an artist becomes at conveying narrative through their work the more subtext can be inferred, making the work become an event rather than just an image. This is a desirable skill within the world of illustration and visual narrative.
Given the world’s love for visual media and entertainment the ability to convey narrative through visual media effectively is now more vital than ever. When it comes to developing the visuals for the film and games industries it falls to concept artists and illustrators to visualise these worlds that are being created for audiences’ entertainment.
By exploring past and present artists working within the world of visual narrative an artist should develop their knowledge and understanding of how to tell a story through their work.

Introduction

The ability to tell stories through visuals has been part of human culture throughout the millennia, since Neolithic man began to recount events in their lives on cave walls. Today visual storytelling has evolved into numerous different means of conveying a narrative through imagery.
Today, the ability for an artist to visualise their and other’s ideas as well as convey a narrative is sought after skillset. Translating ideas and descriptions to visuals, whether communicated in writing or verbally is highly important in all fields of art whether working independently or collaboratively.
With all fields of visual storytelling the aim “is to convey to the audience a visual description of an event that occurred in the story” (Sherline Pimenta, Ravi Poovaiah(2010)) whether this is a panel or cover of a comic, a piece of character design for the latest film or an environment design for the games. The artist’s goal is to give as much information visually on their subject and begin to build their story visually.

This project aims to show that better understanding of the art of traditional and contemporary visual storytelling can result more appealing, rich and dynamic work. By exploring past and present artists working within the world of visual narrative an artist should develop their knowledge and understanding of how to tell a story through their work. Taking the lessons learned from case studies on these artists and putting them into practice in practical work will aid in developing further and a more in depth knowledge of the theory and practical application of visual narrative.

“All design decisions should be made to support the story and reinforce the believability of the characters.” (Khang Le, Mike Yamada, Felix Yoon) This is true in each medium as the visuals are used as a vessel through which a story is told. However each medium has considerations which the artist must take into account. This can make it challenging for an artist to visualise the details of their subject. With comics one of the main considerations is reproducibility as the subject must be drawn many times, consistently, sometimes in dynamic poses and from complex angles. As a result of this, often designs are simplified in comics in order to make the artwork as consistent as possible. With the advent of Digital Art  and 3D modelling there are more tools than ever before to aid the artist in producing more detailed and consistent art.

Scott McCloud predicted that “illustrators would employ 3D modelling software to comic art to achieve artwork that is not attainable with pencil and ink.” (Scott Macleod.(2000)) This prediction was based on the western comic book industry’s aim for realism. While this is commonplace among concept artists and designers, there are few illustrators who have applied this to comic art. Artists such as Stjepan Sejic has utilised 3D modelling and matt painting to produce “Ravine”, in which the sequential art truly bridges the uncanny valley.

While there are a number of visual storytelling mediums that require a variation of approaches when developing ideas, the storytelling aspect can follow similar principles. When it comes to conveying a story in a comic or graphic novel format, principles of cinematography such as type of shots and the 180 degree rule are applied. This aids in composing more dynamic and easier to follow page layouts. These principles are also applied in animation to the same effect.

This project will explore transmutation of stories from ideas and written word into the visual medium. Exploring how ideas and narrative can be conveyed visually; whether it is through single images like religious murals in monasteries around the world or a series of images such as book illustrations or sequential images like comics and graphic novels. The project will include the exploration of methods developed by artists in different fields as well as the tools that can be utilised while producing narrative visuals.


Literature Review

Joe Lambert described a story as “a narrative account of an incident, person, event, or position” (Lambert, J. (2002)). As a starting point any artist may draw on this as initial inspiration for beginning the process of transmuting prose to visuals. Sandra Rietz elaborates saying “Stories vary in nature - they may be biographical, familial, ethnic, commercial, or instructional. A story is a restructured everyday experience through which we come to know, remember and understand” (Livo, N. J., & Rietz, S. A. (1986).
Conveying story visually is the driving force behind comic books, film as well as many games. Taking someone’s writings or ideas and transmuting them into visual media is common practice within the visual entertainment industry. “The grammar of visual storytelling requires that the graphic novelist think critically about how he/she wants to tell the story” (McCloud, 1993). Whether depicting a scene through a single image or through a sequence of image panels an artist must think carefully about composition and design in order to work out how best to convey the narrative within the images they produce.
In his book “Imaginative Realism: How to Paint What Doesn’t Exist”, James Gurney explains that when developing the idea for a single image or a page of sequential panels an artist must take into account that while “a painting can suggest the full scope of the narrative. The challenge is choosing the moment and the angle that tells the tale in the most memorable and engaging way.” Gurney, J). This is of utmost importance in all illustrative roles, especially when dealing with pivotal scenes in any story.
In DC Comic’s “Batman: Knightfall” (Batman vol 1 #497.(July 1993)  story arc, Batman is taken down by the monstrous Bane. A combination of well scripted dialogue, dynamic art work and layouts that build the pace of the scene resulted in one of the most gripping and memorable scenes in its time.
Stjepan Sejic and Dan Luvisi are currently two of the most successful comic artists today. Both have extensive experience for some of the comic book industry’s biggest names. Currently both are working on producing graphic novels of their self-created I.P’s “Ravine” (Sejic.s 2012) and “Last Man Standing – Killbook of a Bounty Hunter” (Luvisi, D.2013) . While the two are working in the same field, their products offer drastically different experiences for the reader.
The main events of “Ravine” are told through a classic comic/graphic novel format but using the latest technologies in digital arts such as 3D sculptures which are painted into the panels. This results in a rich and highly realistic style which along with Sejic’s traditional and digital painting skills becomes a cinematic experience which rivals the visuals of most fantasy epics. In depth, back story of the world is told through written text with illustrated elements, such as character portraits and scenes to highlight important moments. This is reminiscent of the method used by Games Workshop to convey back stories to their table top games within rulebooks and other companions.
Lu Visi’s approach to “LMS” is a complete break of tradition. His book is presented as a scrap book made by the main protagonist Gabriel and is included in the character’s design as one of his props. The book’s pages have the appearance of a combination of a police case file and an artist’s sketch book. Littered with clues, leads, character art and other information this format gives the reader insight into the world Lu Visi has created, conveying the story.

Project Methodology

The methodology of the project will be comprised of mostly practical based research.
Studying the work methods and practices of both past and present illustrators, designers and classical painters will aid in developing further understanding of principles and processes as well as develop pipelines for individual and sequential narrative art.
Case studies will be carried out on artists and their art. The case studies will be based around the art of illustrators who work in the fields of book illustration and comic books/graphic novels. A look back at how baroque painting produced hugely detailed murals depicting scenes and narratives transmuted from text.
From here the project will split in two, where the lessons learned from carrying out case studies will be put in to practice.
The first part of the project will involve a collaborative effort, working with a peer on the production of a story bible, development work as well as a series of finalised pages and covers for a co-created graphic novel currently entitled “Captain Benezuela” (spelled with a B).
The second part of the project will involve the production of book illustrations that are transmuted from text. This part of the assignment will either be based on text and passages from existing, or self-written literature.
Ultimately the focus with each side of the project is the same: to successfully convey narrative visually. By structuring the project in this way, it allows for the side by side comparison of the two types of visual storytelling.

Project Aim

The aim of the project is to explore visual narrative through comic books and illustration.

Project Objective

1 - Conduct a series of case studies of classic and contemporary painters and illustrators to develop a better understanding of the principles, methods and techniques which will aid in successfully convey narrative visually.
2 - Visualise and produce a series bible, development work, a series of final pages and covers for a Graphic Novel.
3 - Transmute a passage of text into a series of images intended as book illustrations. Text will either be from existing literature or from a self-written narrative

Conclusion

The project and its findings will hopefully prove beneficial within the professional fields of illustration and comic book/graphic novel production. Carrying out the project will highlight the similarities, differences, strengths and weaknesses between the two fields of illustration. Conducting case studies into successful artists, who produced classic and contemporary narrative art, will not only provide more insight into the history and development of visual storytelling. This will also prove invaluable learning lessons that can be applied in producing narrative art within the project and in future works. Hopefully illustrators and concept artists alike will be able to see that conveying story through art not only gives context to the work they create. Also the project aims to show that telling a story through a piece of art can give the viewer a much more rich and memorable visual experience.
The cultural impact of the project could include the development of more consistent and detailed art pipelines. There are a variety of powerful tools and processes that are available for an artist. For example, adopting 3D modelling and matt painting as part of a pipeline might help overcome inconsistency in illustrative art.
The need to visualise ideas or stories and pass them on visually seems ingrained in cultures throughout the world. As wide and varied as the methods are in the modern day, the goal is still the same: to produce artwork that best illustrates the events, characters, locations and the stories that bring them together.

References


  • Gurney, J. Imaginative Realism: How to Paint What Doesn’t Exist. James Gurney
  • Khang Le, Mike Yamada, Felix Yoon. The Skillful Huntsman. Design Studio Press.
  • Lambert, J. (2002). Digital Storytelling: Capturing lives, creating community. Berkeley, CA: Center for Digital Storytelling.
  • Livo, N. J., & Rietz, S. A. (1986). Storytelling: Process and practice. Littleton, CO: Libraries Unlimited.
  • Luvisi, D.2013. Last Man Standing – Killbook of a Bounty Hunter. Dark Horse.
  • McCloud, S. (1994) Understanding Comics: The invisible art. New York: Harper Collins.
  • Scott Macleod. (2000). Reinventing the comic. HarperCollins
  • Sejic, S. Ravine. 2012. Top cow Productions
  • Sherline Pimenta, Ravi Poovaiah. (2010). On Defining Visual Narratives.Design Thoughts.
  • DC Comics, Batman vol 1 #497. (July 1993). DC Comics

Bibliography

  • Ellis Waterhouse. (1962) Italian Baroque Painting. Phaidon Press Ltd.
  • Gurney, J. (2010). Color and Light: A Guide for the Realist Painter. Andrews McMeel Publishing 
  • Nicholas.T.Profares.(2005). Film Directing Fundamentals: See Your Film Before Shooting. Focal Press
  • Titus Burckhardt. (2006). The Foundations of Christian Art(Sacred Art in tradition Series).World Wisdom

Further Reading List


Friday, 28 November 2014

Progress Presentation 2

My second progress presentation held yesterday. Explaining where I stand with the project, the decision of producing a collaborative effort with Juan on the comic as well as producing illustrations based on text.
The main concern raised was that there needs to be defined roles in the collaborative project so that it is clearly stated who is doing what. As it stands right now; The story of Capitan Benezuela is based on my original story which Juan is taking to develop into a series bible which we can work with to produce the comic. Juan is producing the series bible at the minute and as we the series bible is being written we are both working out further story elements and plugging up plot holes as he goes. The script will be a joint effort and I will be producing the development and sequential art of the comic sample as well as covers. This seemed to be acceptable for our lecturer so we will move forward.
In the mean time I will push forward with developing initial ideas for visual elements of the story as well as begin gathering research for case studies. After the Christmas break I will finish my case studies which will benefit the production phase of the project. 
Other aspects of the project that were brought up were methods of consistency and methods of art production. 


Thursday, 27 November 2014

Principles of Cinematography

Certain elements of cinematography can be applied to comic art in order to enhance the visual narrative and make the sequential art read or flow better for the reader. Principles such as the 180 degree rule can be used as they are in film to make sure the viewer is not disorientated during conversations or action scenes.
The 180 Degree Rule is a basic guideline for the visual/spatial relationship between characters and/or objects within a scene. An imaginary line called the "Axis" connects the subjects and by only shooting a scene from either side of the line the relative position of each subject remains the same (i.e. the one on the left stays on the left and the one on the right stays on the right according to the viewer). This allows the viewer to orientate themselves in relation to the subjects, making the scene easier to view.


When looking at comic layouts you can pretty much think of them as more dynamic and in depth storyboards. The panels can all be broken down to different camera shots such as establishing shots, close ups, long shots etc. 
These can be used to enhance the drama in an image as they are used within film to enhance the portrayals of scenes. 
Empire magazine posted an article on their website describing 30 of the most important shot types and examples within film of where they are used.


Within the article it describes a number of shots such as the tilt shot which involves physical movement of the camera. Initially I wondered if these would be relevant or even translatable to sequential art then I remembered Jim Lee's work on Batman: Hush (an example from researching layouts). 


When depicting Catwoman and Harley Quin's acrobatic movements Lee pulls the camera/viewfinder out to a wider shot and draws the characters at multiple stages of their movements. This helps to emphasise the action in the scene as well as give the impression of a more dynamic camera shot such as the tracking shot. 

A knowledge of these techniques as well as how they can be manipulated will aid in visualising scenes in a more comprehensive way. This will make the end result a more enjoyable experience for the reader.

Further Reading

Cinematic Storytelling: The 100 Most Powerful Film Conventions Every Filmmaker Must Know
                                      

Tuesday, 25 November 2014

Capitan Benezuela (Spelled with a 'B') XD

The original doodle of Captain Venezuela was done while waiting for a bus in a coffee shop in Edinburgh after my partner in crime Juan Carlos De Abreu asked me to sketch a Venezuelan version of Captain America.


In complete ignorance and with only a couple of reference images on a phone this was sketched. 
The idea of the character stuck with Juan and after he recounted a couple of dozen ideas he had for the character we decided to take it forward as part of our Honours Projects. Our projects allow for this as Juan is looking into cultural differences in storytelling and mine is about transmuting writings etc to visual media.
The story is being written at the minute and will be fully fleshed out over the Christmas break. Once it is all worked out I will elaborated on it. 
In the new story Capitan Venezuela is one of the most renowned Luchador in Latin America, wearing the colours of his home country on his outfit. Juan and I agreed that we didn't want a ridiculously ripped, roid case. Juan wanted CV to be a "naturally big guy" like Roy "Big Country" Nelson or Mark Hunt of the UFC's Heavyweight division but with a bit more definition. So the initial consideration was his build.

Big Country (upper right) Mark Hunt (lower right).

With this in mind I began to produce silhouettes, figuring out the character's build, what kind of outfit he will wear and how to tie in the colours and iconography of Venezuela. 


Juan explained that the most important elements for him were the colours and stars from the flag as well as incorporating the horse into the uniform. On the current Venezuelan flag there are 8 stars, one was added by order of Venezuela's current president Hugo Chavez. This among other changes to the Venezuelan coat of arms such as changing the direction of the horse were not received well by Venezuela in general Juan told me so he requested that it only has 7. 


Capitan has a tattoo across his chest reading "MUCHO GUSTO" meaning "much pleasure", a response to old style wrestler rants from the old WWF wrestlers of the 80's and 90's. The other element is the horse graphic on the side of his mask. 
These will come in handy when redrawing Capitan for panels as the edit tools such as Warp and Distort tools can be used to apply them to him and blend them in as part of the art. This will help with the overall consistency of the art.


I feel that this is a design that is both pretty striking thanks to the bold pattern of his outfit and should prove to be easily reproduced from panel to panel in the comic.