Anatomy Base + Initial Blockout
·
Once I had
my concept down through silhouettes, I began creating an anatomy model to
produce my final 3 quarter images from.
·
By
analysing the body type I would like for my character, I can understand how the
musculature might impact the silhouette and design.
Body Type Mood Board:
·
The target
of my research was athletes and hunters, mostly because I think lean muscle that
is purely functional for actions like running and throwing would be found in an
apocalyptic environment.
·
I chose
to avoid body builders because the diet of the people surviving Ragnarök would
not support massive amounts of protein and calorie counting and seeing body
builders in competitions usually is after days of dehydration, which is not
applicable to a realistic body type.
·
Within
athletes, I focussed on track and field athletes from Scandinavia and Europe.
This was because track and field cover a large range of activities that are
common to survival, like running, jumping, and throwing. My character would be
from the region of Scandinavia, so looking at athletes from that region makes the
most sense.
·
These
athletes have straight figures with defined shoulders, with generally muscular
limbs. They tend to have refined jaw structure also and have defined muscles
around their necks.
|
Examples of female body types |
Initial Blockout:
·
To get a
basic anatomy shape, I enlarged my initial silhouette shape with no clothes
added to it and began adding lines to inform the shape of the body.
·
I then on
a separate layer began plotting out the values as according to my silhouette,
aiming for contrast between both the shapes and the elements.
·
The blockout
was meant to be a very rough attempt at translating the silhouette in more
detail, and it informed me that the design on the hood for the crown did not
really make much sense, so I changed it to be more of a headband.
·
I also
made some anatomy and blockout mistakes on my reverse side versions, such as
the arms being way too long. From this point, I kept my focus on the front view
since I would create a layer system I could then adapt to make the back views
together in quick succession, rather than fumbling with all 3 at the same time.
|
Initial Blockout |
Clothes Render:
·
Focussing
on the front view, I decided to do an ambient occlusion pass on the whole outfit.
I focussed on establishing material types, such as furs, bundled fabrics and
leather accents since this would further help develop the character and their
function.
·
I removed
the face from my blockout since I thought it was distracting; I was unhappy
with how it looked and had not put effort into shading the body yet, so I kept
that area simple.
·
I am happy
with the rendering of the materials here; this is probably the biggest jump in
confidence and skill I have been able to see from my drawings in any medium and
context which was great to experience, and really drove me to want to keep this
quality up when approaching colour.
·
Because
the entire drawing now is in value, it lets me add either gradient maps or
colour layers to naturally add colour to the character whilst maintaining form,
which I am happy with at this stage.
·
The crown
change to be smaller, side facing antlers was to mimic real-life crowns made,
which use a headband to support the weight of the small antlers. They are
usually embellished with jewels and feather elements, so I added some jewels to
this character’s design. I think I will add more jewels to elements lower down
the character like the bracers, because otherwise the jewels will have no
repetition and look very out of place.
|
Clothes Render |
Final Conclusions:
·
I felt
very happy with the final rendering of these materials, I thought that the
types of material read well overall, and the value distribution was well
spaced.
·
Next
steps for this project would be adding colour and finalising the reverse views
for the presentation.



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