Friday, January 25, 2013
Four years ago, we tried to develop Rustboy into a feature film at Sony. Im not much of a character designer but I took a shot on this one since I was part of the early story development team.
Above was a snapshot of the development "pod" right after our pitch to Sony execs: (l-r) Armand Serrano, visual development; Todd Wilderman, story; a talented scriptwriter which I forgot his name; and Brian Taylor, creator of Rustboy.
Images ©Sony Pictures Animation and Armand Serrano.
Saturday, January 19, 2013
Another unused concept art from last year. The setting is suppose to be somewhere in contemporary Toronto during summer so I had to look for some online references. I've been asked a lot about my drawing/painting process so here's one of my simple, speedy but effective process. There's no secret other than first and foremost, lay out all the basics: readable shapes, composition, values and lighting; then proceed to color. I don't even think about textures and overlays for the most part since they're just secondary for me. Enjoy.
Draw the linework. Keep it loose and control the shapes and amount of details. Have fun like when you were a kid.
Apply values using the lasso tool. When done correctly, it gives controlled but bolder, even looser shapes than your line work. This is crucial for it is the very foundation your color. Define the skin tone of elements and apply consistent lighting.
Apply color without loosing the values. I don't use multiply but color brush instead.
Make adjustments in color balance and apply highlights. For those familiar with how I work, I use the old #19 preset brush. No fancy stuff :) Then on the finished piece, I did some last minute adjustments on the lighting for a slightly different time of day, added the ball, applied a simple texture overlay, then turned off the lines layer.