Character Creation Concept Art

Character creation Concept art

 

Brainstorming

 

 

 

 

 

 

  • I was still uncertain about how to integrate the sense of elegance and divine presence into the creature but wanted to try as I felt it’s uncommon to encounter creatures that induce panic while also exuding elegance and beauty.

 

 

 

I researched movies and how directors and artists work together to get the intended effect, using “The Aesthetics and Psychology Behind Horror Films” (2018) and “Thriller vs Horror: What’s the Difference?”.

I believe the biggest difference lies in the monster’s purpose. Horror shocks with graphic scenes and disturbing creatures while thrillers aim to psychologically torment viewers, creating suspenseful scenarios where danger looms ambiguously. This is the exact feeling I envisioned for my creature—a deep-sea entity looming in darkness, closing in on divers or a submarine.

 

 

 

 

  • I analysed & noted my observations on the creatures’ features, encompassing color, shape language, and texture.
  • Especially liked the captivating atmospheres created through the lighting in both the bottom left and bottom right images.
  • decided to research bioluminescent organisms later on as I recognised it could be the perfect was to capture that godly elegance.
  • I liked the sleek, snake-like physiques.
  • The biggest challenge was the head shape. While i found some head shapes visually interesting, they clashed with the mental image I was developing for the creature. No option felt right—I aimed to avoid overly rounded shapes to preserve the intended sense of panic, and elongated shapes risked appearing goofy on a serpent-like body, again killing the desired atmosphere of danger / panic.

 

 

  • I was drawn to the contrast of light against the dark backdrop of the sea, with blue hues being particularly striking.
  • Many of the animals I researched exhibited “flowing” parts, like jellyfish and small deep-sea fish. I believed that the unrestricted movement of these extensions could help create the overwhelming presence I wanted. I loved how these areas would illuminate, creating an illusion of the creature being bigger. Since size can significantly influence human fear responses, incorporating these features could enhance the silhouette, atmosphere, and emotion the creature evokes.

 

Research

 

Before delving straight into design work, I wanted to inform my ideas with some research:

    1. Figure out how to implement bioluminescence and understand its purpose so I can add it to the creature’s behavior and survival techniques.
    2. Figure out the purpose of those flowy parts.
    3. How can I make this creature fast while having flowy parts?
    4. How deep is the deep sea?

 

 

 

 

 

 

 

Final Concept

 

 

I took some creative liberties, such as the bones lighting up despite it typically being the skin or certain glands. However this could be explained through enzyme production or chemical reactions in the bones that these creatures uniquely developed.

 

Art

 

 

 

 

 

 

 

I did many iterations, using my moodboard and other references I found. I had a clear idea of the feeling the creature gave off, and the lighting was essential to achieve it, so I added it to all the sketches. I referenced the line of action in statues to try to replicate the feeling of power and beauty. I tried to stay away from rounded shapes as the shape language quickly felt too friendly.

I liked the combination of flowing features with a triangular shape language to maintain an edge, making it still feel threatening. However, the body, despite having a good shape, felt overly busy.

I experimented with various silhouettes, shapes, and types of lines, switching between sharp and curved lines. I also aimed to clarify the structure of the skeleton, focusing on how the shoulder blades looked and connected to the rest of the body.

 

 

After receiving feedback that the middle drawing from the previous image resembled a mermaid, I changed the head shape. Drawing inspiration from the armored crocodile design in the previous image, along with two additional dinosaur skull references. Despite achieving a recognizable silhouette and a fitting shape language, I felt that it lost the mystical atmosphere in the original design.

 

 

 

I found the head shape and shape language in this design appealing, especially with the unique pattern created by the white on the head frills.

The previous issues were still present so I didnt choose this. Notably, this was the only design from the final lineup that featured arm fins. While in other designs this feature appeared overly busy, in this one, it looked impressive and unexpectedly powerful, particularly due to the bones creating a claw-like silhouette.

 

 

The sleeker style helped balance the design, ensuring the head remained the primary focus. I might adjust the size and tweak the pose to clarify the tail angle, but overall, I am mostly satisfied with this design.

 

 

 

Final design analysis

 

Balance Repetition Contrast Scale Shape language Dynamism
Large frills -Vertebrae

-frills/flowing parts

-colour -shapes -details -skull Triangular shapes throughout- head, fins

Elongated cylindrical body

-pose
-The head is main focus so I really exaggerated the head frills but to balance the design I added fins, back frills and a large tail. -This design heavily relies on repetition, the vertebrae are are repeated throughout the design but do scale down for some visual interest

-The flowing parts like the whiskers and frills keep the ethereal motif going from the very top of the design to the bottom

-Colour is also consistent throughout.

-colour and value are most utilised for contrast, the body is almost pitch black while the skeleton and lighting it emits are bright and white in some places. I also use yellow as a secondary colour to contrast the blue used throughout

-The head is intentionally the most detailed part of the creature drawing inspiration from cobras that are known for their head while their body much like other snakes is on the simpler side.My creatures body is simple yet still interesting because of the repeated vertebrae and features like the back fins and back frills. 

-admittedly this was the hardest point for me to balance, the design has a lot of big features to create a more grandiose appearance however the increased size around the head made it inadvertently feel small. I balanced this by creating a clear distinction between the skull and the head frill by using colour and so the head still appeared small despite there being a lot of volume in that area. I further refined this once I moved to 3D. -The repeated triangular shapes convey a feeling of danger while the elongated rounder shapes balance it helping bring out the beauty and ethereal effect I wanted. The main shapes are also reminiscent of snakes, I used a lot of references of serpents to utilise their image as dangerous and sleek, unlike most other predators snakes are silent killers which. -While the shape language conveyed the function of the creature the pose conveys the intention

-I used the statues to make sure I captured the feeling and dynamism I was aiming for.

Animation strategies Portfolio

Animation strategies Portfolio

 

Basic Walk cycle

 

 

Run cycle

 

 

Personality walk cycle

 

 

Run and Jump

 

Animation Strategies Reflection

Animation Strategies Reflection

 

Tclass exercises were useful, although I didn’t use them as submissions, I referenced and used the skills I learnt from them. I learnt a lot from individual work too like ‘gun walk cycle’  which taught me how fast I was making my aniamtions, I kept this in mind for my submissions.

I enjoyed the creative freedom to choose what to animate. I chose characters I liked and movements/angles that looked fun and challenging. While this helped me push myself, I didn’t manage my time or complexity, and so overwhelmed myself with unrealistic standards.

 

Toon boom

 

I initially found Toon Boom annoying however, as I kept using it, I learned small tricks that made my work go a lot quicker. Understanding its tools and learning about the program really helped in making my animations, as I was already pressed for time; these tools were essential for me to finish on time.

 

Thought on the Animations

 

Basic walk-

  • The most polished of the 4
  • Successfully implemented multiple secondary actions
  • Overall very happy with the final result

 

Personality walk-

  • Technically challenging
  • I think it’s one of my most successful 3D animations
  • The secondary actions and facial expression added a lot of character
  • Very happy with the final result

 

Run-

  • needed to do more research to avoid wasting time
  • I wanted to add more secondary actions but I liked the hair a lot
  • The actual run I think is quite good
  • The volume on the upper body was very good

 

Jump-

  • The perspective was very challenging, the most difficult of the 4
  • I only added one secondary action (Hammer) which I’m disappointed about
  • I’m happy with the actual jump and that I was able to meet the challenge
  • Definitely ran out of time and should have organised myself better

 

Final thoughts

 

I can see where I could’ve improved—mainly the jump, which is lacking in comparison to the others, and the run having too few secondary actions—I’m still proud of the work I’ve accomplished, especially in 3D. While the basic walk cycle is my personal favourite, I feel that the process of choosing the right type of walk for 3D, capturing a really exaggerated walk without breaking the rig, and managing to reduce the popping was challenging and I managed to overcome every aspect.

 

I regret not doing something more fun with the run. Although I was able to animate a different hair texture and felt that the volume in the upper body was good, I believe I could’ve tried other skills.

 

I made a mistake by not doing more research into references, this was the main factor that hindered me throughout the module. I’m happy with most of my choices despite constantly doubting whether I was doing enough or if I was doing too much, I think my four animations showcase different skills I’ve developed in this course and demonstrate my ability to take on various challenges and deliver solid work.

 

 

 

Animation Strategies Run & Jump

Animation Strategies Run & Jump

 

*click on images to play gif*

 

 

 

 

I used the Richard Williams example in class for the jump however it was missing a couple key poses so I decided to avoid using it as a reference as I felt it would confuse me a bit especially knowing I already struggle with placing and spacing keyframes in the right place.

 

 

I found a good reference (https://www.youtube.com/watch?v=BI-CEQZ6jtE 0:03). However, the complexity of the angle was still quite challenging, especially since it doesn’t really show the key poses well, like the down pose right before the jump. Looking back, I should’ve tried another angle or created an additional animation showing it from the side so that those poses are clearer. Despite not showing the poses clearly I do think I still captured the general motion of the jump quite well.

 

 

I received a lot of feedback on this animation, which really helped me polish the movement. The main issues were:

  • feet sliding
  • More follow through at the end
  • The arm bending when it shouldn’t ruining the natural arc

 

 

Following Aodhan’s advice I changed the wall to a hole so that the anticipation poses were visible. I had to create the poses myself, as it wasn’t visible in the reference. I mostly just acted these out and searched other references to get an understanding of the weight distribution right before the jump.

I also attempted to add more follow through and some smear frames as I haven’t done that before, though my struggle with speed and spacing made the smear frames less effective and the follow through at the end could’ve been pushed further or had the figure brought back to resting position however the lack of time was really getting to me at this point.

I changed the sword in the reference to a hammer, as I didn’t have a lot of time to add clothing and secondary actions. I wanted to use a weapon that I could  bend to create more extreme poses. In this regard, I believe I was quite successful, as the hammer does convey a sense of weight. However, I feel I should have pushed this concept even further and worked with the angle to make it more visually interesting.

Although the perspective was the primary focus, I still wish I could have incorporated more secondary actions and refined the line work further. Given another chance, I would adopt a more stylised approach, as I don’t personally don’t like the appearance of realistic figures in animation.

Animation Strategies Run

Animation Strategies Run

 

*click on images to play gif*

 

 

I enjoyed challenging myself with the volume run for 2D, but became slightly obsessed with the idea of perspective and volume for my submission.

I went with 2D, even though I liked my 3D attempt as I was running out of time and naively thought I could create a better 2D run in less time. Possibly a mistake as I already had a very good start on the run and could’ve easily reused it to create an interesting run with some personality but because I wasn’t comfortable with 3D animation, I opted for 2D instead.

 

 

 

 

 

I did four attempts before just sticking to a side view run. The issue was my obsession with a perspective run, but I’m not good at perspective, and couldn’t find good references so everything looked forced and awkward.

 

 

I did curly hair since my other animations had straight hair. I wanted to try animating a bouncy movement instead of flowy. I looked at character designs for mechanics and boxers to try to create a small narrative with the character to add a bit more intrigue and visual appeal, but I struggled with incorporating secondary actions that I hadn’t attempted before.

 

 

It looks okay. I wasn’t sure what additional secondary action to add, I changed the trousers to overalls, which I liked, but I still feel like it’s missing something.

I think that the upper body is better than the lower body. I really like the volume, which was my goal with all the previous attempts. Although this one isn’t as exaggerated, I do think I was overall successful.

The feet lost their form at some points, I did try to keep the legs consistent by copy-pasting them and referencing the previous frames but I should’ve done a final pass to ensure the shape didn’t change over time. I noticed the hairline moves in one frame, I fixed it in the portfolio one.

Animation Strategies Personality Walk

Animation Strategies Personality Walk

 

*click on images to play gif*

 

 

Class exercise-

Although I liked the 2D, I wanted to do one 3D submission. I started becoming more comfortable with animating in 3D; however, I still struggled consistently with issues like knee popping. Like 2D, I also struggled with timing in 3D, which became a significant problem later on.

 

 

 

I attempted a drunk walk, which turned out to be much more challenging than I expected. The feet were sliding everywhere, making it unsuitable for a cycle. Rachel recommended choosing something simpler, so I tried a tango walk. However, the movement ended up being too subtle, with basically no arm movement. I felt that anyone who wasn’t somewhat familiar with dance wouldn’t be able to recognise what type of walk it was.

 

 

I restarted again and chose a horsewalk. This looked much better, with the help of Amy and Sasha, I was able to reach a point where the animation is recognisably a horsewalk and accurately captures the movement of the hips and upper body. However, there were still many issues:

  • legs popping
  • pause in the walk before it cycled- Honestly, I’m not sure how I fixed it, but as the leg popping was resolved, it naturally went away too.

It took a long time to figure out how to connect the arm to the hip using IK. I knew I had to use a constraint, but wasn’t sure which. I was able to figure it out by using the robot arms tutorial. I also made a simple change to her expression, which, although not necessary, I think adds a lot of character and elevates the effect of the personality walk.

 

 

After feedback, I fixed the popping on the right leg. However, I couldn’t replicate it on the left side, despite the keyframes being the same and the graph editor seemly being identical. Although some of the force from the previous version was lost, I’m happy with the movement, especially considering how the earlier version had so many pauses and awkward jumps.

The main change Rachel made was adjusting the position of my keyframes and fixing the spacing. As mentioned before, this is a weakness of mine, so it wasn’t surprising. However, I didn’t anticipate that fixing the timing would disrupt every single part of the animation except for one leg. I had to redo a lot of my work, but I was able to do it quickly by having both the old and new files open at the same time, copying the keyframes from the old file onto the new file in the right places while also limiting the number of frames to keep things organised.

I also feel very proud of the hair, as I managed to add drag while maintaining a smooth motion.

 

 

I added the background from the walk cycle I did over the summer, as it was quick to do and makes the animation look more polished. The popping of the leg was finally resolved; I found that the frames between the keyframes were showing different values, which resulted in two different leg movements despite having the same values for all their keyframes.

Overall, I’m really happy with my finished animation. I’m glad I made that final attempt to fix the left leg.

Animation Strategies Basic Walk

Animation strategies- Basic Walk

 

*click on images to play gif*

 

I attempted a walk cycle in 2D and 3D over summer.

 

 

I really like my 3D walk cycle, I think I did a good job of making the movements smooth and adding drag to the hands. On the other hand, the 2D walk cycle was more challenging. Finding references for the skirt and the hair was quite difficult. I relied on an animation of a horse’s tail (https://youtu.be/DMWDYN5i694 ), which conveyed the general idea, but didn’t match the speed and force of the rest of the body.

The skirt was incredibly difficult. I didn’t fully understand the timing or movement of the skirt.

 

 

I tried a more cartoony walk cycle, but since I’m not used to the no-screen tablets, it was impossible to keep the proportions consistent.

 

 

The knees didn’t follow a proper arc, which looked terrible. I like that I managed to recreate a Dr.Seuss like movement after fixing up the limbs however I don’t personally like making cartoony art and tend to lean more towards semi-realism which allows for exaggerated features and movement while still keeping a familiar, realistic aesthetic.

 

 

 

I attempted a realistic walk cycle to challenge myself, adding a bit of personality and an object. Having a reference made animating this much easier. I liked that it was at an angle, I tried this angel in a future attempt. Although I like the proportions more, I feel I stuck too closely to the reference, which limited my creativity and made the movement feel a bit forced and mechanical in some parts.

 

 

Looking back, I would try to exaggerate some of the poses by breaking the arm. I would also play with the speed a bit, as it feels too fast. I noticed this becoming a bit of a habit, so I kept it in mind when working on my actual submissions. I don’t naturally have an eye for tempo, and it seems I tend to make the animations too fast, which stands out, especially in walk cycles.

 

 

Characters in Frieren: Beyond Journey's End - Frieren and Her ...

 

I decided to do a semi-realistic walk, as I didn’t love the cartoony walk, but a fully realistic walk cycle felt restrictive. I chose a character I like -Frieren- which made me really motivated and resulted in my favourite of the four submissions.

 

 

Two Kinds of Walk Cycles - IdeaRocket

 

I used the Richard Williams walk cycle as a guide to the key poses, but I chose to create a less cartoony movement, so I didn’t exaggerate the down pose as much, and the movement of the arms isn’t as pronounced. From my past attempts, I had a good understanding of the challenges ahead, particularly that clothing was an area I needed to focus on as it previously took really long. When spacing out the keyframes, I added more space than usual to avoid making it too fast, like my previous attempts.

 

 

Having a good reference for the character made drawing the clothes pretty easy. Though animated clothes over the body, I cleaned up the movement underneath to fully understand where the body stopped, allowing me to calculate how much and long the secondary actions would drag behind.

The main challenge, as anticipated, was the skirt. Finding suitable references was nearly impossible; the only one  was of a preppy anime girl bouncing while walking on the spot. It wasn’t until I finished that I realised that due to the bounce it didn’t match the tempo or movement of my animation, resulting in an awkward flick. Fixing this was difficult, as I still couldn’t find a proper reference, I used the same poses but lessened the movements.

 

 

I like my end result. After speeding it up, I was told I didn’t need any in-betweens, though I added some for the earring. The earring was the first secondary action I created, and I made everything else follow the same speed and key poses as it to keep all the secondary actions consistent. I was told the hair was getting lost in the cape, so I adjusted the cape and movement to avoid some tangents.

 

 

I tried to fix the skirt’s movement by delaying the frames, I’m not sure if it made a difference, given more time I would look into animating fabric as this was definitely the most challenging part of this animation.