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    <title>Andrew&apos;s Blog</title>
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    <id>tag:dawnrunner.com,2008-10-19:/blogs/andrew//14</id>
    <updated>2009-07-15T02:01:38Z</updated>
    
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<entry>
    <title>Stages of work</title>
    <link rel="alternate" type="text/html" href="http://dawnrunner.com/blogs/andrew/2009/07/stages-of-work.html" />
    <id>tag:dawnrunner.com,2009:/blogs/andrew//14.114</id>

    <published>2009-07-15T00:46:52Z</published>
    <updated>2009-07-15T02:01:38Z</updated>

    <summary>Well the project we&apos;ve been working on for the last few weeks has had the opportunity for some real concept work for me.  There will be visual effects shots which will be using miniatures, live footage and lots of composition work in post, but before all this goes down an idea of what we are aiming at is required.  A good example of what I am talking about is a shot where our characters walk out of a mine tunnel into a huge underground cavern with a walkway on one, chains hanging down into the darkness, and a waterfall.</summary>
    <author>
        <name>Andrew Bower</name>
        <uri>http://dawnrunner.com/blogs/andrew</uri>
    </author>
    
    
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        <![CDATA[Well the project we've been working on for the last few weeks has had the opportunity for some real concept work for me.&nbsp; There will be visual effects shots which will be using miniatures, live footage and lots of composition work in post, but before all this goes down an idea of what we are aiming at is required.&nbsp; A good example of what I am talking about is a shot where our characters walk out of a mine tunnel into a huge underground cavern with a walkway on one, chains hanging down into the darkness, and a waterfall.&nbsp; In order to get all the elements required into one angle I picked a top down shot looking at where the people will be walking.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/abyss-169.html" onclick="window.open('http://dawnrunner.com/blogs/andrew/assets_c/2009/07/abyss-169.html','popup','width=800,height=626,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/abyss-thumb-400x313-169.jpg" alt="abyss.JPG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="400" height="313" /></a></span><br /><div>Ok, so the way that I constructed my images for this project were all the same with only minor changes from pic to pic.&nbsp; I would start with a line drawing of the scene. . .well actually, it starts with a conversation with James or other crewmembers to see what they had in mind for the shot, to figure out important things like scale, lighting considerations, what elements were related to plot points, and the mood and the emotions the scene are trying to convey.&nbsp; Stuff like that, then the drawing.&nbsp; My example will be the room with the treasure, cuz hey, who doesn't like treasure?<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomLine-172.html" onclick="window.open('http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomLine-172.html','popup','width=800,height=626,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomLine-thumb-300x234-172.jpg" alt="goldroomLine.JPG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="300" height="234" /></a></span><br /></div><div>After each stage I would go and get feedback from the crew before moving forward.&nbsp; With a thumbs up on the drawing I would scan the pic and go over the whole thing in black and white, getting the value and lighting figured out.&nbsp; This is where a lot of the mood would be injected into the piece.&nbsp; Alot of the lighting in this project is going to be produced by flashlights, which makes directing the attention and focus of the viewer alot easier.&nbsp; Literally just point at it.<br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomBW-175.html" onclick="window.open('http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomBW-175.html','popup','width=800,height=626,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomBW-thumb-300x234-175.jpg" alt="goldroomBW.JPG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="300" height="234" /></a></span><br /></div><div>Also getting the black and white value drawing done makes the rest of the job alot easier.&nbsp; In a layer set to colorize, just painting over in any color adds tone and saturation without messing up the light and dark value that has already been established.&nbsp; Some adjustments to the levels and contrast are going to be necessary as the image will be different than expected with color.&nbsp; <br /><br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a href="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomColor-178.html" onclick="window.open('http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomColor-178.html','popup','width=800,height=626,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://dawnrunner.com/blogs/andrew/assets_c/2009/07/goldroomColor-thumb-300x234-178.jpg" alt="goldroomColor.JPG" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" width="300" height="234" /></a></span></div>]]>
        
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<entry>
    <title>Designing a Costume</title>
    <link rel="alternate" type="text/html" href="http://dawnrunner.com/blogs/andrew/2009/06/designing-a-costume.html" />
    <id>tag:dawnrunner.com,2009:/blogs/andrew//14.109</id>

    <published>2009-06-11T05:52:53Z</published>
    <updated>2009-06-11T06:49:06Z</updated>

    <summary>I&#8217;ve said it several times and it&#8217;s very true but one of the things I enjoy most about my job as an artist is not just getting my imagination on paper but getting the ideas out of someone else, and...</summary>
    <author>
        <name>Andrew Bower</name>
        <uri>http://dawnrunner.com/blogs/andrew</uri>
    </author>
    
    
    <content type="html" xml:lang="en" xml:base="http://dawnrunner.com/blogs/andrew/">
        <![CDATA[<p>I&#8217;ve said it several times and it&#8217;s very true but one of the things I enjoy most about my job as an artist is not just getting my imagination on paper but getting the ideas out of someone else, and creating an image out of that.&nbsp; Hearing &#8220;you took the picture right out of my head&#8221; is a big fat check mark in the I did it right book.&nbsp; <br /></p>]]>
        <![CDATA[<p>I&#8217;ve said it several times and it&#8217;s very true but one of the things
I enjoy most about my job as an artist is not just getting my
imagination on paper but getting the ideas out of someone else, and
creating an image out of that.&nbsp; Hearing &#8220;you took the picture right out
of my head&#8221; is a big fat check mark in the I did it right book.&nbsp; <br /></p><p>Well
this particular project is a lot of fun because it is in a world very
different from ours, and those are the most fun (the more distance from
the real world the more my imagination gets to do).&nbsp; Anyway, the
costume is very dependent on the character, in fact it is the outward
projection of who the character is and very often the only, or first
information we get about them.&nbsp; Think of the beginning of Indiana
Jones: Raiders of the Lost Arc,&nbsp; for the whole intro we don&#8217;t even see
his face.&nbsp; But we see that he is wearing practical tough clothes, dirty
and sweat stained, he has a gun and a whip on his belt, and he is
wearing a leather hat that gives him a silhouette unique among his
companions.&nbsp; All these elements tell the audience who this man is, and
ask questions that don&#8217;t show up on the surface.&nbsp; These are things that
the concept artist has to think about.&nbsp; Know that characters world,
present circumstances, and the past history that brought that person to
the point we as the audience meet them.&nbsp; <br /><br />This guys threads sure tell a story.<br /></p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a rel="lightbox[drp]" href="http://dawnrunner.com/blogs/andrew/images/the-road-warrior-mel-gibson.jpg"><img alt="Max" src="http://dawnrunner.com/blogs/andrew/assets_c/2009/06/the-road-warrior-mel-gibson-thumb-300x371-141.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="300" height="371" /></a></span><br /><div>Your mom told you &#8220;Don&#8217;t judge a book by its cover&#8221;.&nbsp; We aren&#8217;t writing books.&nbsp; We are telling stories though.<br /><br />Max
here is in a similar world to our hero.&nbsp; The costume I am working on is
wrapped around some one who also lives in a world were civilization has
crumbled, basics of survival are daily challenges, and the very climate
has become an enemy.&nbsp; We also get to throw in a much more toxic and
lifeless environment, for fun.&nbsp; So that&#8217;s the world we get to live in.&nbsp;
What does that mean in terms of costume?&nbsp; Well, working from the most
basic needs on outward, given the environment: no exposed skin, and
full gas mask.&nbsp; Moving out from there we have a world that doesn&#8217;t
provide much food or water, so our hero is a traveler, much like max.&nbsp;
We get sturdy clothes, boots that wont give up on ya, and a collection
of whatever personal belongings our character can carry to make
surviving a bit easier, and these things need to be easy to carry, so
no airline luggage with the fold up handle and little wheels.&nbsp; Whats
more, one look around tells us that the world has been messed up for a
long time, which means our character has to stretch what she has for as
long as she can, and has done so for a long time.<br /><br />Result.&nbsp; Hope ya like it!<br /><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><a rel="lightbox[drp]" href="http://dawnrunner.com/blogs/andrew/images/costume3.JPG"><img alt="Costume drawing" src="http://dawnrunner.com/blogs/andrew/assets_c/2009/06/costume3-thumb-300x465-143.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="300" height="465" /></a></span> </div>]]>
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