ROUGH DRAFT J U NI O R Copyright © Michael Yamada 2015 All rights Reserved. No part of this book may be reproduced in any form without written permission from the publisher. ISBN-13: 978-0-9857707-7-8 Book Design by Michael Yamada “It’s a very difficult medium. Animation requires a pretty good draftsman because you’ve got to turn things, to be able to draw well enough to turn things at every angle. You have to understand movement, which in itself is quite a study. You have to be an actor. You have to put on a performance, to be a showman, to be able to evaluate how good the entertainment is. You have to know the best way of doing it, and have an appreciation of where it belongs in the picture. You have to be a pretty good story man. To be a really good animator, then, you have to be a jack-of-all-trades.” First Edition - Nov. 2013 Milt Kahl http://www.myamada.com myamada@gmail.com SO WHAT’S VIS DEV? Being a Visual Development Artist at a Feature Animation Studio Visual Development is a term used in animation or film to talk about design and sometimes is called is called “Concept Art.” For mediums like animation or highly stylized films, Vis Dev is very essential to creating new and convincing worlds and characters. We do a lot more than just create fun illustrations that inspire the film though, our jobs often include being a person who wears many hats! One day we may be an architect, another we may be a pattern designer; you never know what will come up. There are so many objects to be designed that there is almost never a time where you won’t be exercising your creative muscles. WHAT IT’S LIKE IN THE TRENCHES Mike I’ve spent nearly all of my Visual Development career working in production - the practical making of a movie. I love the hands on approach and the collaboration with other departments. For me it’s one of the most exciting parts of working on a movie; one day you are working on a design and the next you see it fully realized. I feel that it’s made me a more thoughtful designer as well as giving me a real feel for how these movies get made. THE MANY HATS WORN BY A VISUAL DEVELOPMENT ARTIST Different Roles & Tasks in the Art Department Blue Sky - Inspire. Generate early inspirational art. Find a voice for a project. Create pitch pieces for a project/director. Character Design - Work closely with the director to find the look of all the characters of the movie. Later this involves taking the design from 2D to 3D. Story Moments - Paint up scenes from the script or the storyboards. The addition of color & light helps define the mood and lighting of a scene. Look of Picture - A painting or paintings meant to capture the final visual look of the movie before starting 3D production. This is the first look at what the movie will and should look like in its final state. Color Keys/Color Script - Plot out the overall color and light choices for the entire movie. This starts broadly with the entire movie, then per sequence, then shots per sequence. Set Design - Design the spaces in the world of the movie keeping in mind the actions that happen there and the characters that inhabit them. Art Packets/Model Sheets - Create orthos, turnarounds and other necessary and informative art that gets passed to other departments - modeling, surfacing(look) RESEARCH FIRST Building Unique & Believable Images “You can’t draw a forest really well unless you have been in one.... That’s almost impossible to do if you have never been in one. If you can capture the feeling of a place, this will give your work a very unique quality.” Maurice Noble, The Noble Approach Research serves two main functions in Visual Development: giving your designs believability and generating new & exciting ideas. Research is the best first step to any painting. Even if you already have a great idea, do a little bit of searching on the internet and you’ll find new details you wouldn’t have thought of, different shapes, or even ways to push your painting further. It’s also important to put away your research. You need to absorb and memorize what you are looking at so you can create your artwork without copying! A GOOD IDEA Why a good concept matters TYPES OF RESEARCH Visual - The most typical type of reference collected - what things look like. Google is great for this, but nothing is like seeing it for yourself Functional - How things work, are made/ manufactured, used, etc. This greatly informs how things look and how you can stylize them Story - Know your story points; know where your scenes and props are going to be used and how they effect the story! “Every block of stone has a statue inside it and it is the task of the sculptor to discover it.” Michelangelo Working in movies, sometimes you spend months searching for the perfect concept and design. Entire teams draw and paint and design in order to find that unique sometime. Sometimes it’s that perfect shred of research or a dream you had or something else more random that generates that spark of the perfect idea. It’s waiting out there and all you need to do is find it. What is a good Concept/Idea? It’s approaching a familiar subject in an interesting way, but also working with the story in mind. Why is it particularly important in animation? It separates your project from being generic and elevates it to the next level. Think about the difference between Coke & store brand cola. How do we achieve good and unique ideas? Think quickly. Create several distinct solutions. Move with the conversation. HOW WE LIKE TO WORK Brute Force Take a pad of 3”x5” post-its and try to fill the entire pad with as many sketches and variations of what you are working on. Do this as quick as possible - Ideally over one day. List & Note Making Write out as many ideas as you can. Seeing it written out saves you the time of sketching as well as sparking new ideas. If you want to get crazy, combine unrelated ideas from your list for interesting solutions. TWO LIGHT SETUPS Illuminating your world Types of Lights Setups using those lights WHY YOU SHOULD DESIGN YOUR SHADOW SHAPES LIGHTING We’re often asked how to get better at lighting and our answer is to take more photos. Since we’re all carrying a camera in our pocket, it’s easy to capture different and unique light situations for future study. Here’s a breakdown of types of lights & lighting setups using photos we’ve taken for our own reference. Carving out light and shadow shapes is one of the most powerful tools in your storytelling toolbox. It’s not just the graphic shapes you create, it’s also the interplay of color and composition. We like to think about lighting in terms of the statement we can make with it. If you get stuck on capturing a specific feeling, try taking a look at how a similar scene has been done in a movie. You will be surprised how often cinematographers will place lights in strange places or cast huge dramatic shadows just to achieve an emotional effect! Composition - Paintings are built out of light and dark shapes. Lighting builds your composition on top of your drawing. Emphasis/focal point - Knowing where to look is always important. Use shadow and light to create contrast where you need it. Direct light Indirect Light Outdoor Indoor One main light source Directional Shadows Strong Light and Dark contrast No Directional/Distinct Shadows Ambient Light Emphasized texture Two main light sources - Sun & Skydome Parallel Shadows Warm lit areas and Cool shadows Unlimited Light sources Diverging Shadows Not limited to warm and cool contrast Outdoors the direct light source would be the sun; indoors it might be a fire or a light bulb. This is any light source that emits light from a singular point. Whether shadows are parallel or divergent depends on how close the light is to the object casting the shadow. Take a closer look at the world on a foggy day and you’ll see the mist diffuses the sun to create an indirect light situation. Outdoors this would be the skydome(yes, the sky emits light!) or indoors a large soft light box. There are always variations on this formula, but this is the tested and true method to light an outdoor scene. The saturation of the warms and the cools are inversely related - The warmer the light, the more neutral the shadows should get. By the magic of simultaneous contrast the shadow color will appear cool. Indoor lighting is tricky since there can be so many lights in the mix. I tend to veer to a similar formula to Outdoor lighting. I use a dominate key light to light the entire scene and then add a secondary fill light to add color to the shadow areas. If other lights are needed for story reason I’ll include those as well. Harmonizes painting - Sometimes you need to unify planes in your painting. Grouping them with the same light or shadow color masses them together. Form - Think about how you can use shadows wrapping across objects in your painting to define form. Framing - How can you make light/ shadow shapes that direct the eye? Story - How can you support the tone of the narrative with light and dark? STORY AND CHARACTER 1 3 It is always important to think about the objects populating a space. Did the girl choose the objects in this room? If not, then who did? What objects does she touch; which ones does she use often? All of these questions are important to understanding her character and that understanding will make her more sympathetic and more real. PAINTING We try to keep our process as simple and repeatable as possible - it’s always when you break from the tried and true that you end up with a painting that is difficult to make work. 2 We start with an energetic drawing and block in local color under it. We have in mind a basic color harmony - usually an analogous or complementary - which we chose based on what we are trying to say with the illustration. Tinted shadows get blocked in over the existing color. We go back and carve out light and dark shapes to aid with the composition. The last step end is creating layers above the drawing to paint out the lines and define focal points. 1 Value Breakdown - The character is the point of highest contrast. Light and dark shapes are arranged intentionally . 2 Composition Breakdown - Orange is the main path of travel and the blue is the secondary. The blue line reinforces the main path and keeps you engaged in the image. 3 Final Image - I paid most of my attention to the character(focal pt) and the areas near her. Less important areas are defined by the drawing and kept loose. 3 1 SET DRESSING Telling the story with Props In our story we’ve substituted Japanese snow monkeys for the dwarves and given them new jobs - sake brewers! The monkeys live in an abandoned shrine being slowly overgrown by trees and littered by the barrels of sake that they’ve stored (and perhaps drank). They’re not quite the cleanest of fellows and their home reflects that. We created massings of clutter through out the room and also made an obvious choice to avoid placing things at 90 degrees to each other. We also focused on what sorts of things they would do or need in the space. They obviously need to eat, sleep and perhaps drink, and we made sure to accommodate all of that. KEEP IN MIND Think about the Angles - The world is an imperfect place. Try to avoid placing objects at 90 degrees to each other to give a naturalistic feel. Groupings - Mass objects together into bigger shapes. Vary masses for interest. 1 Step One - Rough Sketch with Local Color Block In. 2 Step Two - Rough Lighting Pass. Blocked in under the line work for speeding up the final painting 3 Step Three - Final Painting. Key lines are painted out and round surfaces are modeled. 2 1 2 THE POISON APPLE Sometimes you do everything you were taught in school - thumbnails, color studies, etc - only to end up making some unplanned changes. 3 Let’s talk about what went right & wrong. Based on our color logic, Snow White is at home in her immediate environment and framed by pinks. In this case the queen was a different color design(blue) and we filled the environment with that color. In the final image, that blue purple separates Snow White from the mid-ground and creates an unsettling dynamic. What doesn’t work originates in the color key and was altered in the final image. Compositionally, the original image lacks tension - Snow White & the queen balance each other out. Take out the queen and you get a better image. 4 1 Final Illustration - The image is flipped so we see Snow White first. The queen has been omitted to avoid balancing the composition. 2 Original Color Key for this story moment 3 Step One - Sketch over Color Key ALL THE WORLD’S A STAGE If you carefully look at this illustration you notice it’s only built out of 2-3 planes at the most. Snow White and the trees occupy the foreground and the middle ground is kept relatively flat. This change is dimensionality pulls her forward even more and the contrast in form between the planes serves to make her feel even more dimensional. I made these choices to emphasize her acting. She’s really the only developed part of the painting and I want you to linger there; so you wonder what she is thinking and feeling. 4 Step Two - Early Block In over sketch. Colors match the original key. PROPS Telling the story with Props ANATOMY OF A MODEL SHEET Your Design - This is a given, but think about what view best shows off the design, form, materials, & texture. If you pick the right view you might not need to do ortho views. Orthographic Views - Flat on drafting views(top,sides,bottom) to explain all the glory that is your design. You don’t need all the views. Only the ones that best show off the design. Texture Reference - Either photos or painted swatches showing the materials that make up your prop. Real World Reference - Show the best example you have of a real world version of your design. It communicates certain ideas that you might have missed. Color Swatches - Is color an important part of your design? Call-out specific color swatches for your design! Notes - Put it in writing! All your thoughts and choices you made. So many other people will look at these sheets without you there to explain it. THE PRINCE REVIVES SNOW WHITE This illustration very closely follows the colors and the composition of the original color key with a few exceptions. Snow White has been lightened and made slightly “glowy.” The additional contrast helps make her a focal point. Blue has been added as FG/ MG shadows to tie the monkeys coats into the environment. A tiny bit of green is also present - the last remnants of the evil queen. Also the composition is flopped so we read the image from the monkeys’ point of view. PINOCCHIO WHAT’S THE STORY? We set “Pinocchio” in Tibet. We had recently taken a trip there and were amazed by what we had experienced. This may seem like a strange reason to set a story in a place, but Film and Animation often sends artists to be on “location.” Photos only get you so far, and often experiencing it in person helps you create artwork that much more rich and specific to the source material. For that reason we made Pinocchio - a Nepalese wooden Puppet, the Great Whale - a Tibetan God of Death, and the Blue Fairy - a Goddess of Life. COLOR SCRIPT TO COLOR KEY We start with our color scripts very simply - with boxes of proportional color. After we establish the basic rhythm of the story we can take these proportional color studies and mock them up into real story moments. OUR STORY BEATS WHY FIVE STORY BEATS? FREYTAG’S PYRAMID Sometimes Less is More or the traditional 5 act structure There are a lot of ways to tell stories and to break them down(try asking a story person). We use Freytag’s Pyramid as our guide. Breaking stories into 5 chunks is manageable and gives a good visual and emotional range to illustrate. According to Freytag, a drama is divided into five parts, or acts which some refer to as a dramatic arc: exposition, rising action, climax, falling action, and dénouement. We use this to decide the intensity of a story beat. The higher the point on the vertical axis, the more emotional intensity in that scene. 1 Pinocchio is Created 2 Pinocchio is led astray 3 Pinocchio & the “Great Whale” 4 Pinocchio Dies 5 The Fairy makes Pinocchio a real boy 3 1 GEPPETTO BUILDS PINOCCHIO This was a moment taken directly from our travels; we wanted Geppetto to feel isolated enough that he would create a son for himself, but we also wanted the world to feel populated and distinct. We chose to place this moment in an area outside of a temple where there were many vendors selling their handmade wares as well as many pilgrims meditating around the temple. We felt that this would create the appropriate contrast between Geppetto and his world. 4 2 2 2 1 Final Illustration 2 A few images from our reference sheet 3 Rough Sketch for composition & lighting 4 Original Color Key. 5 Color & textural block-in under the rough sketch. Lines are on a multiply layer. 5 PULLING REFERENCE Using Reference to influence your Paintings & Designs The deeper you dig into your reference, you find how much more unique and special the source material is than anything you’d throw on to the canvas. We were lucky enough to see the inspiration for our project in person(highly recommended!). Here is a look at the reference sheet used for the painting on the facing page along with notes on what inspired us in the reference. Color - We see lots of oranges and reds contrasted with greyed out blues and greens. It’s an interesting combination and we took some of that into our piece. Texture - There’s great contrast between areas of fine detail and expanses of broad form or color. It makes the detail that much more intricate and impressive. Motif - I really love the stylized depiction of fire and the repeating mandala shapes. They create such a clear focal point in a decorative way. GOD OF DEATH We loved the idea of the final battle with the whale to take place in an area with no water at all but instead to be surrounded by fire! The idea of the story moment is that Pinocchio chooses to go and try and save his father Geppetto and what could be more dangerous for a small wooden puppet than a giant field of fire with a mythical god of Death? NEVERLAND BUILDING A WENDY HOUSE Here’s another piece exploring the “look of the world.” I had the idea to integrate subtle South Seas tattoo designs into the natural world - ridges of mountains, crests of waves. It’s a complex idea and I thought it was a unique and interesting way to create a naturalistic and stylized world. I wanted to capture the richness of the world in an impressionistic sort of way. I used a lot of noise and texture to give scale and the semblance of detail and a few defined hard edges to imply leaves and other shapes. This is a great way to work when your pressed for time or looking to deliver the “flavor” of a story moment. PETER & WENDY Painting Appealing Characters Form - Painting characters is always a battle between too much & too little form. Personally I’d err on the side of too little or simplified form/anatomy. Warmth - Think about areas you can cheat a little warmth into - cheeks, joint areas. A little blush helps with form and appeal. Acting - Posing your characters in an interesting way brings them to life. Think about their personalities & how they would interact. PETER MEETING THE DARLING CHILDREN At this point in the story, Peter surprises the Wendy and the other Darling children while entering the house to search for his lost shadow. It’s the first introduction of the main characters and Wendy’s call to adventure. As we were working out the color design, we decided that the world of adventure and of Peter would be greens and blues - the colors of nature - and the colors of adulthood and of the real world would be symbolized by warms and reds. Here we have a composition dominated by cools with the hit of warms behind Wendy - she’s not just ready to be an adult yet. COLOR PETER PAN WHAT’S THE STORY For this version of Peter Pan we chose to take the story to an island paradise. We decided to create a Neverland that was influenced by the South Seas. Our Peter is from a mythical Polynesian island of adventure. Wendy is a young teenager from our modern day island of Hawaii. NEVERLAND This was the first piece done to explore the idea of Neverland. We knew we wanted a world that felt fantastical and tropical - full of lush and dark greens contrasting with pinks and purples. I wanted the island to feel sculptural and geometric while also staying fun and approachable. I kept these ideas in mind as I also tried to incorporate the impression of some of my favorite pieces of naive art. We were very inspired by the pinks and magentas in this photograph of coral. It feels magical and other worldly - something we hoped to achieve in this piece. EPIC SCALE Neverland in our imagination felt like a big place and we wanted to capture that. The blues and purples in the shadows give a nice tropical feel. SCULPTURAL ROCK FORMS We determined early on we wanted to create a stylized world. We had a few ideas about including patterns and these types of rock formations seemed like a great place to marry the two.