Unit 2

UNIT 2: INTRODUCTION TO RESEARCH SKILLS IN ART & DESIGN

Sculpt Villain

For this unit I was required to design and create my own villain. In order to do so, I created a backstory for my villain and sketched three possible designs. From these three designs, I chose the most successful sketch to develop and sculpt using Sculptris. As well as Sculptris, I was required to have knowledge on how to use Photoshop and Maya.

 

Thumbnail sketches:

Thumbnail sketches.png

While in the process of creating ideas for my villainous character, I created thumbnail sketches of various people for inspiration for my design sketches. These thumbnail sketches are small, rough drawings that I will be using as references later on in the development stage of my character. The particular attire, weapons, gender and hair I have drawn will  influencing my decision of how my villainous character will look.

 

Anatomical research:

Drawing

In preparation for designing my villainous character, I practised drawing human faces to familiarise myself with its structure and form. This will help to prepare for designing as well as sculpting my character as I will be transforming my flat, 2-Dimensional character designs into 3-dimensional sculpts that have form.

On the left is a drawing I completed from a primary source which required the use of observation skills. This exercise helped me gain knowledge in the structure of the human face and accuracy.

 

 

As well as knowledge in facial structures, I researched the bones and muscles of the human body. This will help me to identify which areas of the body are meant to be larger or smaller depending how I would like my character to be built. Also, this research provided my with the knowledge of how to ensure my character designs are in proportion.


Character backstory

Name: Salome

Age: 24

Egyptian Female

Year: 1400 BC

After witnessing the murder of her family at the age of 10, Salome became homeless and an orphan on the streets of Cairo. Within a few weeks of this tragic occurrence, Salome was taken in and looked after for by an organisation who takes care of orphaned children in exchange for later favours. For several years Salome, as well as the other children who stayed with her, were trained as assassins. They loyally served their master who took them in and complete the tasks they are required to complete. Despite the nature of this organisation, Salome hopes to get revenge on the several people involved in the slaughter of her family.


Character designs

 

Character 1:

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Character 2:

Character design 2.png

Character 3:

Character design 3.png


Development of digital sculpt of character

Final digital sculpt of character


Evaluation:

I believe that my final digital sculpt of my villainous character was successful as I progressed through all the stages required when designing and creating a character. These include making a character backstory and sketched designs that match it. In addition, these character designs were then reviewed to identify the most successful character design that is aesthetically pleasing to be digitally sculpted and presented as the final design product. By completing these stages, I was able to develop my ideas and was allowed to be flexible in my choice for the design of my final character.

In regards to my character design sketches, I demonstrated a conscious awareness of choosing appropriate colours for my characters’ attire and weapons. The use of colour allowed my sketches to be more detailed and reflect my character’s culture. For example, in my second character design, the prominent colour scheme consists of yellows and blue which are distinct colours that represent Egyptian culture. Also, I have attempted to indicate my character’s ethnicity through her clothing and garments such as in character sketch 3 I have featured a very distinct symbol (a scarab) on the belt of her dress. Furthermore, I have successfully achieved to accurately transform my 2D sketches into a 3D sculpt which is of likeness to its original design.

 

On the other hand, I believe my anatomical research could have been more extensive to provide me with a more secure grounding in the structure of the human body. This would have affected my character designs immensely as certain areas of the body would have been made larger (such as the muscles in the arms, legs or stomach). In addition, my character designs are limited in a variety of angles and scales. This means that my sketches do not fully represent the villainous character that I envisioned and attempted to portray. Therefore, I could include smaller scaled body sketches of the front and side view of the character as well as close up detail in the weapons.

Furthermore, regarding my final digital sculpt, the hair strands I have attached look awkward and out of place compared to the smooth surface of the rest of the hair. Distinct areas such as these require more attention and more time. Also, it would have been visually pleasing to have seen the whole body of my character sculpted and even painted using either Photoshop or Maya in order to bring my character to life.


Artist research:

 

Ron Mueck

Ron Mueck is an Australian sculptor who works in the UK. Having grown up in his families business of puppetry and doll-making, this may have influenced Mueck’s current profession as a sculptor. Mueck first caught attention with his sculpture “Dead Dad”; a portrayal of his recently deceased father at roughly half-scale, made from memory and imagination. Often, Mueck spends more than a year on each of his realistic sculptures.

Mueck focuses on the minute, fine details of the human body, creating hyper-realistic sculptures. Also, he tends to manipulate and experiment with the scale of his work with it ranging from minuscule sculptures to enormous ones. Muck begins drawing his ideas of his sculptures before creating small clay or plaster maquettes to develop and refine his ideas for his final sculptures.

In addition, Mueck uses precise and accurate colours in order to achieve a high degree of realism in his works, especially the skin tones of the humans he sculpts. Often, real textures or fabrics for clothing are applied for authenticity, for example synthetic hair is used to resemble and feel closest to actual hair.