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created Haz-Course Character: Dizzy (GuiltyGear)
on 04-22-2012 04:41 AM
I'm lucky enough be in Haz's character course, so here's mah thread!
I've chosen to do a version of Dizzy from Guilty Gear X.
Like some of the others I'm gonna try and catalog the process and TOP-SECRET Haz advice and so on 
[course threadz: Hazardous: Miku | almighty_gir: Rogue | MrSkullFace: Samus | YBourykina: Lady Mechanika | Briggs ]
Stage1: Round 1: 'Select your character!'
Haz introduced some criteria for us to choose our girl project for the next X weeks.
the basic idea is to take a well-known character/person and match some representation of her ~ 1:1
It's hard for me to articulate why this common task in itself might be a challenge haha.
I know some people who always work this way no problem, but I think we all do art for different reasons and with different goals/ideals in mind.
It's definitely not that I mind working from a concept, or that I think anyone should think the way I do, but it's just as important to me that someone on the team or that I personally have the freedom to make some decisions if necessary on the idea/design/style/etc as it is important to me for the final piece itself to be awesome. I definitely don't mean to compromise the concept, quite the opposite - Sometimes I feel that having some level of freedom can help allow you to extend the intent of the concept to counteract the natural progression that tends to dilute originally awesome ideas if it's rigidly reproduced. I think ideally each step of the process should take steps to expand upon the previous one... Ugh hopefully I explained my thoughts properly but I'm trying not to run on for thousands of lines of text before even starting on this character ahaha. Lemme know if that didn't make sense!
Anyway based on the course criteria, and what concepts I thought would individually benefit me most, I was super inspired by Dizzy. What drew me were the epic design, dynamic potential, and awesome contrast in character between Dizzy and her 2 opposing wings (1 angel, 1 reaper). The particular concept that inspired me most is – in a way - slightly unfinished to the whole character; she has no wings. That means I won't be making the wings for this course , BUT it also allows me the relief of artistic freedom in how to extend the concept if I have time to do so (and I intend to) 
Stage1: Round 2: 'Scoutin for Resources'I gathered as many images as I could and put together the most important ones into a refsheet - I wanted to combine a buncha images that help me with design, readability, style, personality,mood, and whatever personal goals that I hope to maintain throughout the process, but of course I have a bunch more that I'd go through as I narrow in on certain parts.
If anyone knows the original artist of this awesome concept id appreciate it  
Last edited by Funky Bunnies; 05-15-2012 at 10:27 PM..
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, polycounter,
831 Posts,
Join Date Mar 2006,
Location San Francisco
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As for the artist. I'll put my money on...
Ishiwatari Daisuke.
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, polycounter,
802 Posts,
Join Date May 2007,
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Go crazy go!
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, card carrying polycounter,
2,451 Posts,
Join Date Dec 2006,
Location Stockholm
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WOOHOO! Two awesome threads to follow in one morning. Can't wait to see what you and Hazardous come up with ^^
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, spline,
150 Posts,
Join Date Apr 2010,
Location Sanford, FL
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Should be a good thread to follow and see what you come up with  i understand and agree with you completely on the freedom bit with the character design. Currently doing a character myself for uni and they assigned someone from another class to be our art director and he knows exactly what he wants, down to the last damn pixel...not as fun as i thought it was gonna be but a nice challenge...Good luck!!!! look forward to seeing your progress 
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, triangle,
336 Posts,
Join Date Feb 2012,
Location Melbourne
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Num num num nom.
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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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I'm ready. Bring it on.
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, polycounter,
1,236 Posts,
Join Date Aug 2009,
Location Nottingham, UK
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If your studies are any clear indication of of what's to come with this project I honestly can't wait to see your progress mate.
if you record the process I may explode
ps. Thanks for some of your Maya scripts, I use them at work 
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, polycounter,
794 Posts,
Join Date May 2009,
Location San Mateo, CA
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I fkn loveee the guilty gear series..you HAVE to do the wings!
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, polygon,
579 Posts,
Join Date Nov 2009,
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ohhh....sweet. As has been mentioned above I have high hopes for awesome from this mister bunnies after the quality of your warm up sculpts of late.
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, polycounter,
787 Posts,
Join Date Aug 2009,
Location dahn saaf
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yes, another one up and running. sub'd
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, spline,
168 Posts,
Join Date Feb 2009,
Location Chicago, IL
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Pimpalicious Funk. Tear it up!
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, dedicated polycounter,
1,415 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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thanks a ton brohammers <3
Rens, thanks brosiah, i'll go crazy alright! 
STRIKER, man me too and I hope to 
hahah ceebee that's actually hella awesome to hear, well i wholly expect my name in the credits! hahah nah I'll try and record at least some portions of it, but I wouldn't want you to explode, that would most certainly break my heart <3
Stage1: Round 3: 'Visualize your opponent'
Haz suggested sketching multiple version of our characters to get a firm understanding of the design and/or address any troublesome areas and so on. I'm really not comfortable showing stuff like this, but I think it's a useful step as an explicit sanity check to your process of effectively breaking down a concept before starting in 3d and for getting a sense of the character itself. I started with front/side and re-sketches because I'm uncomfortable worrying about perspective, but in retrospect I think you'd gain way more by focusing on getting the posture/personality/dynamism down rather than very lifeless set of orthos. (does anyone even really use orthos anymore i wonder? I usually dont haha) Anyway I'll try and continue to sketch stuff out throughout the process edit from original: I did some really quick tweakage to try and address the sleeves, maybe this works better Joe? Thanks a ton for the crits man, any more thoughts and I'm all ears

Last edited by Funky Bunnies; 04-23-2012 at 01:05 PM..
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, polycounter,
831 Posts,
Join Date Mar 2006,
Location San Francisco
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Interesting choice, I'll be keeping my eyes peeled for sure. As for who's responsible for that piece of art, I'm fairly certain it's not Ishiwatari, it definitely looks like fanart to me. Can't help you more than that though, I'm afraid...
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, spline,
178 Posts,
Join Date Nov 2006,
Location Falun, Sweden
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Looking good  I concept my characters in orthographics, partly due to my skill level (not being able to represent the features right in perspective) and partly due to the fact that i like to flesh out each silhouette thouroughly, if it works in the orthos sil wise then itll look awesome regardless
again looking good 
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, triangle,
336 Posts,
Join Date Feb 2012,
Location Melbourne
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Can't Wait! This is going to be great.
- BoBo
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, Moderator++,
1,548 Posts,
Join Date Oct 2004,
Location Austin Texas!
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Can't help but find the tail slightly disturbing, never sure if it's attached or something trying to force its way in.
Love the style you're going for and seeing the fox girl earlier today I think you have a great chance of nailing the style in 3D.
Good luck and looking forward to seeing your progress.
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, triangle,
407 Posts,
Join Date Jan 2010,
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dat underboob
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, spline,
168 Posts,
Join Date Feb 2009,
Location Chicago, IL
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Can't wait to see this man!
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, polygon,
562 Posts,
Join Date Jan 2011,
Location Raleigh NC
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Funk Bun is here to kick some butt. Can't wait!
Character Artist SCEA
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, dedicated polycounter,
1,642 Posts,
Join Date May 2009,
Location San Diego
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Looking forward to seeing updates, wooo! :O
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, polycounter,
1,195 Posts,
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Location London, UK
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Woahhh, pimp! Othos are clean and pleasantly painted, who says that art school didn't do you good!? Post more sketches! Just trace/gesture over the ones you've done already and don't like, and show us the new ones!
if I may jump in before you dash out of the realm where I can offer critique: There are a couple of key transitions/masses that I think you failed to capture in the drawings you've got here.
#1 is her waist! It has a distinct two point curve in the concepts, down her ribcage, which is super feminine and powerful and rad.
#2 is her sleeves! The white fabric is way thicker and the mass is way bigger than in your concept, and it creates this super cool sense of weight when it interacts with the undersleeve(??), I'm sure you'll catch that in your 3d
#3 is her knees! The anatomy is a lot more stylized in the figure and concepts than your drawings. The knee is a sharp disc with some muscles sortof around it, not a bland human woman's knee.
Lastly: Don't use 3d hands, you son of a bitch, that's cheating! :p
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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Quote:
Originally Posted by Joseph Silverman
#1 is her waist! It has a distinct two point curve in the concepts, down her ribcage, which is super feminine and powerful and rad.
#2 is her sleeves! The white fabric is way thicker and the mass is way bigger than in your concept, and it creates this super cool sense of weight when it interacts with the undersleeve(??), I'm sure you'll catch that in your 3d
#3 is her knees! The anatomy is a lot more stylized in the figure and concepts than your drawings. The knee is a sharp disc with some muscles sortof around it, not a bland human woman's knee.
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That's some solid advice man, did you go to art school by any chance? Was looking at some courses myself (Apologies for topic derailing)
Quote:
Originally Posted by Joseph Silverman
Lastly: Don't use 3d hands, you son of a bitch, that's cheating! :p
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LOL
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, polycounter,
1,195 Posts,
Join Date Jul 2010,
Location London, UK
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Very cool stuff man. Can't wait to see the finished product for all of these course threads.
Right click for more options.
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, triangle,
463 Posts,
Join Date Jul 2011,
Location Denver, CO
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Subscribed ! Love the character you chose, I can't wait to see your next update
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, triangle,
264 Posts,
Join Date Jun 2010,
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