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Craig 描繪了一個名為Macross的巨大機器人在摧毀城市後,起飛時一瞬間發生的過程。在這一作品中,在遠景和細節上都運用了一些技巧,用來表現作品的緊張感以達到一種緊急的起飛時刻。以下的這個教程會帶你領略Craig Mullins獨到的創作理念。教程:CG插畫大師Craig Mullins《太空堡壘Macross》的創作心得
作者:Craig Mullins
翻譯/整理:虛空藏


教程全文:

這張圖像是通過J沃爾特湯普森廣告公司,按照Bandai 玩具公司的要求委託製作的。藝術指導是J沃爾特湯普森廣告公司的Demian Fore。這個作品最初的時間表相當緊的,大約只有一週的時間,並且我還有其他工作同樣要進行。我有點超時了,但不是很要緊。要進行印刷的廣告分辯率是 300 dpi ,高是 12 寸,所以分辨率並不是那麼高,甚至比我平時的作品要低,但這也是無關緊要的。
讓人有點不滿的是我只有一張該主題圖片,並且我必須使用它,因為時間的關係不允許再建另外一張。這圖只能從這一個角度進行繪製,但是在圖中還是有一些推想的,但總之在完成的飛機上,我還會得到非常多地構想.時間是個問題。

【Part I】



Demian Fore 要求刻畫出Macross在摧毀城市後正在起飛的那一刻。(所以我立即明白了機器人被叫做Macross的原因。)最初的掃瞄圖片的光影是從上方擴散開的,因為除了輪廓和圖畫之外,最初那張圖像沒有什麼東西可以參照。
我用鋼筆裁出線條,得到了作品,並且在幾個小時之內完成了這個草稿。

大抵就照現在的樣子了,比起那張完成的作品我更喜歡這張草稿,並且我試著保存一些自發性的東西在圖上,但我不能每次都這樣的成功。對我的挑戰是要顛倒一下在機器械人身上的照明光,並且要設定作品整體上的基調。我改變了機器人腳部的角度,以便使排氣點伸向下方。給我的感覺是,機器人起飛的感覺要表達出來,這樣表達要勝於機器人在準備著陸時前衝力的減速。Damian認為火箭排氣管應該讓人感受到好像它是被腿覆蓋住了似的,因此,我保持了和它們一致的排氣管。總體來說,草稿被認可了。

【Part II】



我於是開始了更加仔細地觀看那張飛機的最初掃瞄圖。圖中有許多奇怪的東西,用遠景,用不同的線及到處存在的消失點和許多不同的視平線組成。我再次想結束開始,但是時間進度仍然繼續著,所以我不得不向前趕。我設法確定用來和我的背景相匹配的鏡頭類型,並且讓它看起來有個非常寬的角度。因為垂直的消失點是如此的靠近,所以我要扭曲背景的視線,讓它看起來是在氣壓下產生的,以至於不能使用正確地的視點。更扭曲一些。這有一種方法你可以找到事物的消失點---僅僅在一個大的灰度文件中粘貼一個較低的複製版本,並且排列起這些點,直到你找到集中點為止。然後用一個水平線和你有的視平線描繪左邊和右邊的輪廓(如果它們相配的話)。它們通常不會正確地匹配,並且這是由於扭曲變形或有缺陷的建築造成的。當你看到在最終的作品中我扭曲視點並提高至同一水平線時,那是因為設計思路的原因。 我不喜歡這樣做,因為這樣作真的會破壞到圖像,但是有時候沒有你選擇的餘地。

然後我用一個3D軟件生成一個正確的參考格線,使用上面的圖像和一個參考物,因此至少城市和本身的最初圖像是一致的。我玩弄一些個人想法,飛機不用和城市共用同一個參考物,但是再一次受到了時間進程表的限制。但是我猜想飛機機器人可能筆直地面對下面的街道,它會產生一些判斷力。它本身會做一些簡單地操作。然後我粘貼參考格線到一個通道中並開始繪製工作。

【Part III】



當繪製工作開始時,一些關於飛機最終的裝置,及有關飛機整體上的暗面要開始繪製了。近來,我得到了很多關於我作品"太暗了"類似這樣的意見。這是受到了週期性和我自趨向的影響。需要黑色主題的人們通常來僱用我。實際上我是一個相當樂觀的人,並且也很正直,我可以用亮色調進行繪畫,那是不成問題的。當我的繪畫需要加亮時,我會讓事物變亮一點的。同時,我會留下高亮調在最後處理,因為我一般從中間調子開始繪製。因此有一半的完成圖可能感覺暗淡及少許地黑暗。我希望天空來點陣雨打在夷平城市後機器人飛機上。

我更加喜歡包含更多飛揚的碎片,如同照相機掉在地上一樣並且符合高速度排氣管的衝擊效果。 但是這會讓飛機稍顯陰暗,因此我放棄了這個主意。 

【最終完成】







Enlarge Image
This image was commissioned by the Bandai toy company through the advertising firm of J Walter Thompson. The Art Director was Demian Fore, for JWT.

The original schedule for this job was pretty tight, about a week, and I had other work to do as well. In the end, I ran over a little bit, but it was OK. The printed ad is 300 dpi and 12 inches tall, so resolution was not that high, or lower than what I am normally painting at these days, so that was also fine. The one rub was that I had one picture of the subject only, and I had to use it because of the time it would take to regenerate another view. It could have been done from this one angle, but there might have been some guessing, but I guessed a lot in finishing the plane anyway. Time was the problem. Here is the original scan provided by Bandai:

 

Demian Fore requested that the Macross (as I now understand it to be called) be taking off after laying waste to a city. The lighting in the original scan is diffused from above, so nothing of that image was used other than the silhouette and drawing. I cut it out with a pen path and got to work and completed this sketch in a few hours.

 


Enlarge Image
As is usually the case, I like the sketch better than the finish, and try to keep some of the spontaneity, but I am not always successful. The challenge was to reverse the lighting on the vehicle and set an overall mood. I changed the angle on the feet so that the exhausts pointed downward. I felt that this gave the feeling of a liftoff rather than a slowing of forward momentum in preparation to land. Damian felt that the rockets should feel as if they were housed in the legs, so I kept the exhausts in line with them. Overall, the sketch was approved.

I then started looking more carefully at the original scan of the plane. There are many strange things with the perspective, with things not lining up and vanishing points all over and many different eye levels. Wishing again I could start over, but time moving on, I had to go forward. I tried to establish what type of lens was used to match my background to, and it looked like a very wide angle. I cheated the background because the vertical vanishing point was so close it would have looked too forced to use the correct one.

Enlarge Image
More fudging. Here is a way you can find the vanishing points of something- just paste a lower rez version in a big grayscale file and line up points until you have convergence. Then trace the left and right with a horizontal line and you have the eye level (if they match). They usually don't match exactly and this is due to distortion or bad construction. As you can see I fudged the eye level up in the final for design reasons. I don't like doing this, as it really hurts the image, but sometimes you have no choice

 

I then generated a proper grid in a 3-d program using the above image and a guide, so at least the city would be consistent with itself.

 


Enlarge Image

I toyed with the idea that the plane would not share the same grid with the city, but once again time restrained. But I guess the plane might be facing straight down the street, it makes some sense. It did simplify things somewhat. I then pasted the grid into a channel and got to work painting.

As the worked progressed, there was some concern about the finish on the plane, and about the overall darkness of it. I have been getting a lot of complaints about my work being "too dark" lately. It comes in cycles and tends to be self-reinforcing. My portfolio has dark images, people who want dark images tend to hire me. I am actually a pretty happy guy, honest, I can paint in a higher key, no problem*. So I brightened up things a bit as I went along. Also, I left the highest values to the end, as I work from the middle valued generally. So a half completed image may feel matte and a little dark. I liked the plane a little beat up, like it needs a shower after leveling a city.

I would have liked to include more flying debris, as the camera is on the ground and in the wash of high-speed exhausts. For this amount of chaos, I would expect to see all kinds of stuff in the air. But this would have obscured the plane somewhat, so I dropped the idea.

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