Thursday 14 May 2015

What I learnt at MCM and Thought Bubble.

About our artwork

- That our characters are really good and memorable and that we don't have to work on character design as everyone likes them and thinks they're really well perceived. 

- To think about lighting and shading more to make them look more 3D.

- That our colour work is really good, but the level of colour in shading could be more diverse to again add that 3D effect.

- To look into anatomy to refine our work. Not bad but not perfect. Strive for the best! - Look at super defined muscles. Lee Bradley said look at Bodybuilders for men and Playboy models for girls. - Mention this in COP3.

- To reference clothing - look at how it actually falls. 

- REFERENCE EVERYTHING.

- That our proportions are on point but anatomy could be better.

- That our perspective needs work, reference!

- To pick up speed.

- To add more weight to the characters. Make the big guys feel heavier.

- Less crosshatching, not to use it to describe texture.

Pages

- The action scenes work well, zooming in and out. They are clear. Do this more often with talking shots, close up on faces, can't see whole characters.

 - Easy to read, flows well.

- To make panels more dynamic. Add shading to always know where the light source is. 

- More double page spreads.

- To add establishing shot to Kunjana's storyboarded  comic and introduce her slower.

- Less overbearing colour. 

- Too dark. - Came out different in print, note for future. 

- Bad font on final pages.  Go to BLAMBOT.com, (What they used for Fight club 2, totally free even for commercial use.) ComicCraft.

- Pay more attention to authenticity and rendering.

- Reference photographs.
 
- Blue that is the background. Fading mist. Colour that tints in temperature to set the scene.  

- Colour tint to set characters in scene. - Important.

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