Wednesday, 27 January 2010

V&A supporting images



Sculpture work has theoretically, changed little since the examples on show made by the guilds of artisits and craftsmen from the 13th century. The initial idea for a sculpt would be drawn and made as a clay mock-up before being scaled up or down for its intended purpose using the "pointing" method. The clay sculpting tools on display were modern wire and wood ones, with a note explaining that there is very little difference between these and ancient ones. Their example of the use of granite marble was initially roughed out with a claw chisel, applied at criss-crossing angles. A flat chisel was then used to add in detail such as feathers. For areas of dark Shadow, he made small drill holes under the owls wings.

Coat mock-ups






To guide my small- scale patterns, I looked at the shapes from a large sleeved top before cutting them out from applique. This was then pinned and ironed onto the fur and leather fabrics and cut out. Once I had all my sections, I could assemble them together by hand stitching the sleeves inside-out, attaching them to the arm tabs and pulling them back out of the body the right way round. To hide any unsightly seams, I lined the inside of the fur fabric with a cream material. I lastly stitched on the fur trims to the cuffs and collar, adding a belt to the leather one to add shape to an otherwise straight coat. To see if these clothes would fit my figure, I dressed a barbie in them to make sure everything was in proportion and in the right place.

V&A fashion section




The pieces on show here gave me a really good understanding of their structure and design influences throughout the decades. Here I saw the style coat I feel most suitable to my final outcome, it crossed over with a long sleeved dress in its shape and how the fabric fell, with a furred collar in cream and brown. I was reading how one fashion students fur pieces on display had been back combed with glue to make a spiky texture which I might try for the fake fur I will be using.

V&A museum visit





The materials and processes section at the V&A allowed me insight into a variety of sculpting and casting figures methods. Here I watched two short films on how a bronze figure and clay piece were made for display pieces. Common materials featured wax, terracotta and clay for sculpting an original piece to then be re-produced in bronze, marble or stone depending on the value and prestige attached the the object. .

Sunday, 24 January 2010

Visit to Atem studios


After emailing the receptionist trying to arrange a weeks work experience making speakers for an advert, the job went to my classmate as he lives closer to the site. Over the phone I managed to arrange a studio visit instead, so I could have a look around there work shops and gain some feedback for my written and visual CV.

The building is located in Perivale industrial park amongst other warehouses. When I arrived I was able to speak to one of the designers working in the office upstairs. His job is to speak with clients and agree with them how much their project will cost to make. He also has creative input to their ideas at this stage and will suggest what the final model will look like. It is then up to the full time team of six downstairs to start production and decide if more people are required to be brought in such as designers and freelance modelmakers. On their biggest project to date, 40 freelancers were required in the workshops.

The space at Artem is utilised and adapted to their needs, occasionally filming has even taken place in its car park. There is a fabrication room, a machining room, a main workshop with a CNC and bigger machinery, a sculpting and casting workshop and a smaller studio. The people present on the day were the permanent staff, some previously had worked for the BBC before it started to outsource all its props and effects. There was also a girl from Heartfordshire university undergoing three months of work experience arranged by her tutors. She was making merchandise for a new ride called 13 in Alton towers along with a pile of anamatronic roots.

Two objects on display here that really caught my eye included an animation reference for jumping bunnies for a Sony advert and animal fetuses in the womb for a television documentary. The process of animating the bunnies can be found at http://www.creativereview.co.uk/ and has drawn much attention due to the scale of the project, using traditional stop-frame methods during an age where most advertising campaigns favour CG methods.

Monday, 11 January 2010

Screencraft Costume Design by Deborah Nadoolman, Rotovision, Switzerland

Extract from an interview with Eiko Ishioka, art director and set and costume designer:

"My final drawings serve as a vital communication tool for the entire production staff - everyone from producers, the director, actors, director of photography, visual and special effects team and craftspeople who execute my designs. The drawings act as storeyboards and allow a smooth collaboration with others."

Costuming for film

"Design support staff, including assistant designers and sketch artists assist designers by doing research, costume design sketches, breakdown work, fabric swatching, shopping and character styling."

"The industry thrives on production teams that work together over and over again."

"for me, filmmaking is all about flexibility, challenge and change. The keystone is finding a supervisor and crew I trust, and who will back me. After that, it's all about communication." Catherine Adair, costume designer.

Sunday, 10 January 2010

Just Wow

interesting examples of character sculpts:

www.shiflettbrothers.com

Tuesday, 5 January 2010

The Goblins of the Labyrinth by Brian Froud




The Jim Henson film, Labyrinth directed by Terry Jones required many goblins, fireys and creatures to make up the large cast of puppets that filled this fantasy world. Visualising the storey came as a result of character designs and concept paintings of the sets devised by Brain Froud. As the storey progressed and production began, this film proved to be a huge challenge for the puppet makers in the level of detail required and the sheer volume of creatures. Brian explains how his drawings have been altered to work for the film:
"I often describe the space between my rough designs and fully realised creatures on the screen as being a magical mystery. You cannot walk away from a concept drawing and expect it to be expressive on film. My function is to allow the idea to live, changing my design to make the technical problems work for you, not against you."

The Art Of Howl's Moving Castle - a film by Hayao Miyazaki


This book was recommended to me when I search the library for character development, as it is an animated film with a strong drawn look being a studio Ghibli production. The Supervising Animator, Akihiko Yamashita was responsible for the initial character sketches during the pre-production process, choosing to and work closely alongside another animator and the director for their input and influence during this process:

"I must have drawn 50-60 sheets of the main characters Howl and Sophie. I would try out various face types and proportions, then show the sketches to Miyazaki for feedback." p59

How Studio Ghibli itself operates is also described by Yamashita as a place of, "communal work". p59. Close communication between different departments allows all the members of production to inspire each other as to deciding the overall mood and look of the character. Many people's interpretations of a character can give a new angle to the character's personality:
" If I had directed Howl's moving Castle, it would have been a war between wizards where Howl would ward off the witch of waste. But Miyazaki wasn't interested in portraying the with as evil. His open-minded approach was very inspiring." P59.

Inspirational research


Over Christmas I have been reading several bocks related to animation, fashion and character design. Of these , the most insightful has proven to be Coraline, A visual companion by Stephen Jones, based on Henry Selick's film adaptation of the children's book by Neil Gaimen. The initial concept art for the animated puppets were drawn by Tadahiro Uesugi, a Japanese illustrator who is mainly influenced bu American illustrators of the 1950's and 60's. His images show a continual development through changing the characters body shapes and trying them out in different clothing inspired by the 1920s up to the 1970's. For Esme, I have found a strong look for her fur coat from the 1930's, referncing the shape and cut considered fashionable back then.