Showing posts with label Perspective Grids. Show all posts
Showing posts with label Perspective Grids. Show all posts

Behind the Art: The Under Drawings PART II-ScoobyDoo


Here is the under drawing I did for the Scooby Doo Project with Heavy Iron from the 90's for this crypt area of the video game. You can view the final here


One of my favorite sketches for the Scooby Doo game, was this overhead on the above ground graveyard. Here is this final as delivered.



A Secret Laboratory[ final here ] in a rock cave from Scooby Doo the Video Game from the 90's.


The underdrawing I did for this shipwreck cove from Scooby Doo, with the final here.

Behind the Art
The Under Drawings
PART II Scooby Doo

Today I have posted PART II  in this new series of under drawings for various 2D projects.

The under drawing sets the look for the final in a way that is still rough enough to change and add details too, but also clean enough so that my "Non-Artist; clients can easily see the main direction, and enough of my intent to sign off on the next step with the details.

Today I have posed up four examples for the Scooby Doo project I did in the nineties for Heavy Iron Studios here in SoCal, and I posted that work here, if you are interested.

Now, the under drawings are not just a part of the way I create a piece for a client, but also an integral part of the process of approvals I have with them, so I can get sign off for the time consuming final line work stage as well as any thing else before time and $$ is used up on the details, without a clear picture of the overall look and proportions needed for the project.

 I usually put an under drawing over a hand made perspective grid I have made using ship curves, but for these examples, I put a quick grid on the under drawings themselves as seen above.

I do most of these on a 8.5 x 11 piece of generic copy paper, which is abundant and cheap for this. I usually do the final overlay on Clearprint or 'Vincent' Vellum.

You can view PART I of my under drawing posts here.


Cheers, THOM
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Behind the Art: The Under Drawings PART I

 This is an under drawing I did for the Wildstorm Productions GEN 13 Movie from back in the mid 90's as seen here, from this post.

 I had the honor of working on the Raveonettes Music Video "Heart of Stone" here, I did a few production design sketches including the above one here, which won an Academy Award for Art Direction, and so I got a little recognition here.

Here is a partial under-drawing for the wide panoramic curvilinear perspective shot of Main Street here, done for Disney Interactive for the VMK[ Virtual Magic Kingdom] project from back in the 90's as well.

 Inside the big clown head in the middle of the Fantasyland map here, was a circus tent like game. Here is the rough under drawing.
 
 I actually started to flesh out that above view, and scanned it in progress as we see here in this Fantasyland design. This room eventually made it into the final single disc release.



Behind the Art
The Under Drawings
PART I

Today I have posted a series of under drawings for various projects that have been posted here on my design blog over the last few years as a PART I, in a new ongoing series I will do over the next few months.

Under drawing is the practice of doing at least two passes on any design with this first pass drawing used to fully block out a shot, to get basic proportions.

 I usually put an under drawing over a hand made perspective grid I have made using ship curves, but for some the grid is on the under drawing itself as well.

The first great advantage to this method of sketching allows you to be able to make bold design choices at the sketch time, since the piece you are on is NOT the final, so you are a bit more free on this stage. 

I also tend to scan and send out this stage to a client who is strapped for cash[ everyone now!], to give them a better idea of what I am planning on doing next. 

The last advantage is that the under drawing takes a short time, about 1/10th the final line and shading stage, so if you want to make any changes, the time to do this is when it is blocked out in the under drawing, BEFORE the time and cash have been spent on a possible differing camera view, or design choice.

Cheers, THOM
read more "Behind the Art: The Under Drawings PART I"

Project Review: Virtual Magic Kingdom PART VII-Curvilinear Perspective Wrap-Frontierland


 Here is a scan of the clean Curvilinear Perspective Grid I made from North , East, South, and West vanishing points for these wraps.


 Here is the 38" wide Frontierland full HUB sketch I did back in the mid nineties.


 Here I overlay the grid over my sketch so you can see how I followed the base grid  for my drawing.


 Here is a close-up shot of the far LEFT of the sketch looking to the gate.


 The middle of the  wide sketch with the various old buildings.


 A close Up of the RIGHT side of the wrap with the Haunted Mansion there at the end on the hill.



Project Review: 
Virtual Magic Kingdom Video Game PART VII
Frontierland Curvilinear Perspective Sketches



Client: Disney Interactive
Art Director: Myself
Project Date: Summer 1996

This is my seventh post in my series on the Virtual Magic Kingdom [ VMK] project I did for Disney Interactive back in 1996, and with this post, I cover  third HUB perspective wrap that I , and this time I worked on a old muddy, rutted road with the town of Frontierland smack in the middle. You can view the rest of Frontierland here.

We put the Haunted Mansion on on end of the town, and the big Gate on the other that leads back to the HUB. You can also see this in my large overhead sketch here. A fun exercise to develop the overall look and be able to see it in 360 degrees as well.


I have taught fish-eye perspective using grids for years, it certainly helps you visualize a real dimensional space, as this sketch was then built out in 3D for the game in Alias Wavefront[ Pre-Maya days] by the talented 3D team.


You may review my earlier VMK posts in these link-a-dinks:

PART I
PART II
PART III
PART IV
PART V
PART VI

Cheers, THOM
read more "Project Review: Virtual Magic Kingdom PART VII-Curvilinear Perspective Wrap-Frontierland"

Project Review: Virtual Magic Kingdom PART VI-Curvilinear Perspective Wraps

 Here is the full 360 wrap for the Adventureland hub, near the Jungle Cruise for the Video Game we were developing back in the 90's at Disney Interactive.


I printed this out on the color xerox and made a cylinder that you could stand-up and view to get the feel for the space in 3D[ it worked great!], a 2D version of Quicktime VR from the era in sketch format!  Here is a 3D Mock-Up to Illustrate this technique


A close up on the RIGHT side of the wrap with the Pavilion in center.


A close Up of the LEFT side of the wrap with the Queue for the Jungle Cruise.


Disney Interactive: VMK
Virtual Magic Kingdom DVD Game
Curvilinear Perspective Wraps

 Part VI

Client: Disney Interactive
Art Director: Myself
Project Date: Summer 1996

This is my sixth post in my series on the Virtual Magic Kingdom [ VMK] project I did for Disney Interactive back in 1996, and with this post, I cover a second perspective wrap that I did for a full 360 view from one of the game "Nodes".

They wanted a single sketch that would help them visualize the view from a specific point in the hub at the Virtual Disneyland Park we were making for the Virtual Magic Kingdom game so I did a sketch for each land.

You will notice that the artwork uses the fish-eye perspective grids I based on M.C. Eschers study of this drawing method, so I developed it to the project. I even taught the team curvilinear perspective to follow the theme we had for this game. A very fun time I had there with a great team, and now that I am back doing work for WDI, I pass by the old building on a regular basis.

You may review my earlier VMK posts in these link-a-dinks:

PART I
PART II
PART III
PART IV
PART V

Cheers, THOM
read more "Project Review: Virtual Magic Kingdom PART VI-Curvilinear Perspective Wraps"

Project Review: The Phantom 2040- PARTLXXXXII [92nd]-Perspective-Grid_Underlay-Drawings

Here is a Phantom 2040 ambulance Hypercruiser under drawing with the perspective grid in the tracing sketch.


An enforcer[ Police] Hypercycle with a very simple base grid for this.


The Phantoms Hypercycle[ Design One] as a grid underlay drawing. It became this, so I used the  above version for another Police cycle as well as seen here.


Dr JAK's Multicrusier Grid over the Xerox super-rough comp. You can see the craft here, here, and here.



 Here is the grid layout I did for Maxwell Madisons Hyper Cruiser seen here, here, and here.


Phantom 2040-PART LXXXXII [92nd]
Perspective Grid Underlay Drawings

Client: Hearst Animation Productions.
Art Director: Myself.
Project Date Spring 1993.


This is my 92nd posting for my  Phantom 2040 conceptual design work that I did on the series in the early ninety's.

I always do a rough sketch by hand or with a few tools to block out my designs over a grid I make first. I then will overlay that and detail it out a bit. If this is good to go, I do a line art file that would go to get inked by the prop team. I have put up a few vehicle designs that I did this was to show the development of the design and the process I use to get there.
What I've posted today are those early underlay drawing for a few vehicles from The Phantom 2040. Dr JAK's, Multicruiser vehicle, has a two layers there, as I did a mini-sketch, blew it up on the xerox, and then overlaid that as seen above in the tracing paper sketch.
Overlay drawing allows you as a designer the ability to design a bit more freely, as you know this is not the final so you can make mistakes and finesse the design is stages. 
Also as taught at Art Center, it also allows you to block out the base volume of the object in proportion first and flesh it out next, so you do not get lost in the details first, but they become a secondary design element.

If you are a FAN of The Phantom 2040, and on FACEBOOK, there is a group dedicated to the show here.

There is a TAG on the list to the RIGHT for other Phantom 2o4o entry's, but you can click this as well.

Cheers, THOM
read more "Project Review: The Phantom 2040- PARTLXXXXII [92nd]-Perspective-Grid_Underlay-Drawings"
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