How to change a fictional character. How to create an interesting character - Andiivion Scientific Alliance

How to change a fictional character. How to create an interesting character - Andiivion Scientific Alliance
How to change a fictional character. How to create an interesting character - Andiivion Scientific Alliance

I decided to summarize all the useful chips that advise famous illustrators to create high-quality and recognizable characters. The main thing in the character is its recognition and readability. Accordingly, without a clear silhouette, it is difficult to achieve this. Therefore, the first thing is to pour the character to black and check how it looks like a spot. For example, several silhouettes - of course you will immediately recognize them.


Denis Zilber works very cool with silhouette, for example, the sequence of drawing his character and clearly see how he changed the pose in favor of the readability of the silhouette.

Many options
You should not immediately draw the character and concentrate only on the same image - it is better to draw several different concepts and choose the most successful. In any case, you can take interesting details from the rejected options.

Simple forms
It is easier and more correctly to start drawing with simple shapes - oval, pears and cylinders and then increase the desired volume and part on them. Drawing with forms allows you to simply find the desired posture or angle without changing the entire drawing entirely. And despite the fact that it often wants to deepen in the details, at the initial stage of the stick, Okuchechik is our all)



Unusual details
The character may not be remembered not only by its figure, but also interesting things complementing the image. For example, if you remember Harry Potter, it is immediately glasses, owl and a scar in the form of a zipper. Once I saw the design of the covers of books, where these three things were drawn and the name of the book was written and I was absolutely sure that it was Potter.

Right proportions
Usually, if the character is smart - it makes his head more and big glasses, if he is pounding - he will have wide shoulders, romantic girls are big eyes and long eyelashes. All these things help to read the character's image, without thinking. Need to remember the ratio of parts of the body, because The proportions create the character of the character. For example, a large and fucking hero will have a small head, a wide chest, shoulders and legs, mouth and chin will be thrown forward. Cute characters will have baby proportions: big head, oval body, high forehead, and small chin areas, mouth, eye. Knowing these things can already be achieved certain effects.
For example, almost all Disney princesses look pretty at the expense of large eyes and a small mouth.

Surroundings are also important
Understanding where the character will act and work can seriously simplify work. This is especially important when the character "fit" in the ready place. In some mysterious forest, leg and sorcerers will be more appropriate than for example the rider at a horse or an African animal.
I like an example with Bikini Bottom - it is perfectly suitable for style to Sponge Bob and his friends, and they are ideal for him.



What and for whom a character is created
For any company selling Turputovok, the character is better to do simple, but for games are usually developed by complex and detailed heroes. However, if a person just goes down the street and sees a complex hero, most likely he will not look at it.
Here is an Euroset character, which is easy to change and make anything and which can often be seen by passing by the next salon.


But the hero of Varcraft, where people sit down for a long time and an atmosphere and any little things are important.

And finally
It is always interesting not just to look at the heroes you like, but to analyze them and allocate characteristic features. Knowing the main techniques, you can very quickly learn how to create interesting characters corresponding to the task.

Do you know any important moments that would take into account when creating characters?

How to create Persians.
You want to create your character, but do not know how?
Prepare leaf and record.
Here you know how you draw or not. It will be your personal hero. But if you have the ability, then the flag to you in your hands. Invent the heroes. Their story. And it is possible that you glorify it.
Here I will help you to modify it in detail. Including even his blood group. All this I will complement my examples.
1.This half your character.
2.Ind.
3. Treaster.
This I consider the most basic in creating.
1.. Maybe either female or male. Unless of course you do not have a mutant.
2.Ind. It already depends on your imagination. It may be short, long, English, Japanese or Russian.
3. Due to the Hapnet's hand too. From 0 and indefinitely.

My examples.
1. Magic.
2. Stans Evans.
3.15 years.
Further will go more detailed description.

Appearance.
1. Treats of hair.
2. The color of the eyes.
3. Example growth, weight.
4.Tustice.
Okay. If you already imagine an image of a character, or orient the picture. You will be easier.
1. Hair Tools more often use standard: blonde, brunette, redhead. But do not forget about such colors as blond or black. You can also use non-standard rainbow colors. It will look interesting.
2. But with the color of the eyes, it is better not to hurry. It is important that it is combined with hair, but also if your hero has bright-salad hair. That is not worth doing the same eyes. It is better to leave them natural.
3. For growth and weight, if your Persian has an ideal figure, just take growth. Middle-170cm. And take away 110. The weight is obtained. I.e. Growth - 110 \u003d weight.
170 - 110 \u003d 60 kg.
4. If you act for this formula. You can safely write average. (There is still complete, thin, non-standard.)

My examples.
1. Fight.
2. Floor eyes.
3. FROM - 175, weight - 65kg.
4. More.
Character.
1. Items first it is worth choosing the temperature of the hero.
Choleric
It is distinguished by increased excitability, the actions are intermittent. It is characterized by sharpness and swiftness of movements, strength, impulsiveness, vivid severity of emotional experiences. Due to the impassable, carried away, inclined to act with all his might, exhausted more than it follows. Having public interests, temperament manifests in initiative, energetic, principle. In the absence of spiritual life, the choleric temperament is often manifested in irritability, affectiveness, incontinence, flares, inability to self-control in emotional circumstances.
Sanguinik
Quickly adapts to new conditions, quickly converges with people, sociable. Feelings are easily arising and replaced, emotional experiences, as a rule, shallow. Mimica is rich, mobile, expressive. Somewhat restless, needs new impressions, insufficiently regulates their impulses, does not know how to strictly adhere to the developed routine of life, the system in operation. In this regard, it cannot be successfully implemented, requiring equal strength, long-term and methodical stress, amplification, stability, patience. In the absence of serious goals, deep thoughts, creative activity produces superficiality and impermanence.
Phlegmatic person
It is characterized by a relatively low level of behavior activity, the new forms of which are produced slowly, but are persistent. It has slowness and tranquility in actions, facial expressions and speech, evenness, constancy, depth of feelings and sentiment. Persistent and stubborn, he rarely comes out of himself, is not inclined to affect, having calculated his strength, it brings the matter to the end, even in relations, in moderation is sociable, does not like to chat in moderate. Saves strength, they do not spend them. Depending on the conditions in some cases, the phlegmatic can be characterized by "positive" features - excerpt, depth of thoughts, constancy, thoroughness, in others - lethargy, indifference to the surrounding, laziness and bravery, poverty and weakness of emotions, a tendency to fulfill the usual action.
Melancholic
His reaction often does not correspond to the power of the stimulus, there is a depth and stability of feelings with weak expression. It is difficult for him to focus on something. Strong impacts often cause a long-term braking reaction from melancholic ("Hands down"). It is characterized by the restraint and muffling of speech and movements, shyness, timidity, indecision. In normal conditions, melancholic - a deep man, meaningful, can be a good worker, successfully cope with life tasks. Under adverse conditions, it can turn into a closed, fearful, alarming, vane, prone to severe internal experiences of such life circumstances that do not deserve this.

2. It's good character traits.
3. And bad.

Example.
1. Hallery.
2. Combine and caring.
3. This is active in some situations when this is not at all necessary.

The remaining details.
1. Bloodgroup.
2. Draws.
3. Style in clothes.
4. Low things (food, beverages, color, etc.)
5. Click relatives.
6.Lesters.
7. Data birth.

1. In Japan, it is believed that character is determined by the blood group.
The first is the activity, leadership, courage. Strong personalities, hardy and authoritative.
The second is patient, perseverance, practicality. They carefully think over their actions.
Third - curiosity, creative mind, unpredictability and independence.
Fourth - emotionality, sensitivity, imagination.
2. Draws are also with you. For example: nibble nails, straighten clothes, bite your lip. Chain hair.
3. Stilated in clothing: sports, street, front, romantic. In addition, you can find a bunch of pictures with clothing. Or come up with and draw your own.
4.Thude as you wish.
5.Roders, brothers, sisters. Uncle, aunt. Etc.
6.Beller, drawing, football or maybe, there are no hobbies at all.
7. Well ... everything is clear here.

My example.
1.Treak.
2. When nervous, nails nails. The lessons often challenges bangs so that it does not climb into the eyes.
3. Style in clothes prefers street. Ordinary T-shirt, jeans, sneakers and shirt over.
4. Low color - blue.
Food - hot dogs.
Drinks - cocoa.
5.Roders. Sisters, the brothers are not.
6. Single.
7.16. 03. 97.
I hope that at least something helped, waiting for your feedback. Maybe it's worth adding something.

Categories:

Question:

« Tell me, please, do you have anywhere in the black sketch on which it would be seen from what you start? In the sense of which it would be seen how you are on the basis of circles and triangles create your character?

I really want to develop my own style, but I can not do without a couple of advice from a person who knows how to draw such sympathets».

Question: « I have such a question: when I draw me several times and the same character just gives me something that he looks different every time.
For the sake of all saint, tell me how you get so that all the characters look the same in every section of the comic?
»

Answer: These questions are somewhat interrelated, so I will try to give them a common answer.

1. Fractional structure.

A very brief description of what I start (and I finish) to draw.


The essence of the whole process is to start with simple forms and finish with a detailed drawing. The first figure makes sketches in the form of basic figures and reference lines.
I make clarity. The figure shows a pair of idiots running around the corn field.
I begin with an inaccier, simple sketch of figures and support lines. At this stage, only the external similarity of the characters and successful transmission of the speakers in their poses is worried.

At first, I get rid of incomprehensible gestures, unnatural poses, ridiculous proportions and gradually "litter" the composition, filling the drawing.


As soon as I am satisfied with an exemplary pattern, I begin to draw on top of it, focusing on some of the early lines.
By this time, your drawing will probably turn into something terrible. And all because you are a dirty, sloppy artist.
But do not worry. So it should be.


When the main draft drawing is ready, I proceed to a detailed drawing. I have not been erased by the original sketch, because the support strokes depicting the outlines of the characters and their movements will help with a detailed drawing. They will help to figure out where to draw seams on clothes, where to add folds, how the hair and wool should lie on a particular part of the character, etc.


In this picture, I was already getting rid of all the supporting lines, in someate where they smeared them, and in some places I did it clearly. At this stage, I prefer to work with a pencil, but the practice is also widely distributed, when the drawing will be burned with ink, and then all pencil work is erased.


2. Character monotonance.

As I draw the same character at different angles.



Regardless of the position of the head, the established rules remain unchanged.


These blue lines are on the top figure, which suggest the shape of the head and denote the middle lines, it is enough for me to know how other shapes are located, like those that are circled in the figure below.


And as a result, we obtain such a character that looks equally at different angles. And all because it is created on the basis of figures in the same principle.


And last, always remember that despite the fact that such initial technicians can promote quick progress, nothing will replace the practice. Do not give up if this technique did not meet myself from the first time ... or 98 subsequent attempts. Continue to draw.

3. How to draw "sympathets."

The essence of the attractiveness of the character (in which the concept of "cute") is usually included - this is a whole separate topic - extensive and besides a barely crushing. It is unlikely that I can properly talk about it here if I can generally, but at least give you a couple of tips for which you should pay attention if you want to create an attractive character:

- Attractiveness. It is no secret that certain proportions from nature possess visual appeal. Do not forget about them when you create a character. Often, the characters are pretty pretty, if they are depicted in accordance with the proportions of the child's face: a high forehead, chubby brushes, big eyes and other features of the face located close to each other.


(Disney studio has adopted such practice for the rule. Thus, drawing classical famous characters, will help you understand how to make your own characters attractive, and in general will introduce you to the structure of the picture. Try to draw a hunter from the cartoon "Luni Tunes" and "Tex Avori "to learn how to create cute and cheerful, not cute and well-known characters).

- Cleaning. Make sure that the face of your character does not become gloomy or ugly due to an unnecessary amount of unnecessary lines. Understand the importance of saving lines. Simplify the sketch so much so that the focus falls on the most important, attractive features; Such revealing the essence of the character and allow you to transfer his mood. It not only simplifies the drawing of a character from various angles once over time, but also makes it easier for perception.


- expressiveness. The key to ensures that the character looks attractive or simply caused sympathy is to achieve the simplicity of the drawing through the cleaning of unnecessary lines, as well as a frank and understandable expression on the face, which fully transfers the thoughts or sense of character. The ambiguous, empty or indistinguishable expressions on the face do not possess such an attractiveness. Give the character the opportunity to act, react and be genuinely alive.

Copying this translation is allowed only with reference to this page.

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When a desire arises to write a novel, the first question to which future writers are asked, this is where to start? Someone begins with ideas, someone - paints in detail the plot, and someone immediately proceeds to the description of the landscapes. But, in fact, you can start writing with characters. Moreover, it is necessary to do.

Reading books, you can see how in different way the authors pay attention to the characters of their characters. And, if a book with a wonderful plot, but dry and not alive characters, leaves a small memory in mind, then the work with ideally described and realistic heroes will never forget.

Nowadays, great attention is paid to the characters in their books american writer Donna Tartt. Reading her works you understand that some characters look more real and interesting than living people. Perhaps this is one of the reasons why Tartt deservedly received the Pulitzer Prize for his last novel.

It tells very well about creating Characters James Frey in his book "How to write a brilliant novel":

1. A fictional man should differ from a reasonable man.

One From the main mistakes of writers is that they "write off" their characters from real people. It is not bad if you take only part of the qualities, and the rest come up with or hyperbolize. The fact is that the reader will be bored will be observed for ordinary people. Man fictional must exceed a person real in everything. It should be more emotional, or, on the contrary, more boring. His actions are obliged to amaze and shock, delight or disappoint. Just do not leave indifferent. The reader does not forgive this.

Highly important. Whatever your character, its actions should be understandable to the reader. If his actions and feelings are shown to someone illogical, people just climb the book and find something better.

Also It is important to understand that the person is fictitious easier to describe than a person reasonable. Why? Because he has a limited storyline, and you need to describe only those feelings and solutions of a character that requires the plot.

Characters are the material from which the entire novel is built.

2. Man fictional - subspecies.

"Flat", "cardboard", "one-dimensional". It says here about the heroes of the second plan, which we can meet in the book once or twice, hear from them a few words, and no longer remember their existence. This, for example, bartenders, waiters, etc. We do not care what is happening in their inner world, what losses they survived who they loved and whom they hated. It does not matter. Such characters can not be painted;

"Full", "multidimensional", or "triangular" character. This is the type of main characters, including villains. The main quality of this type is to its representatives, some label cannot be glued. They should be interesting personalities, with a complex and complex motivation of actions. These heroes should survive a lot of suffering, and know many joys, love, hate, look for and run, suffer and enjoy ... And that the main thing, they should have a full biography. But more on that later. You must interest the reader so that he wanted to get acquainted with your characters closer.

3. Acquaintance with heroes

How to get acquainted with heroes? In his work, "The Art of Creation of Dramatic Works" Liaos Egri calls the character "triangular", and allocates the following faces:

physiological. This includes all the physical qualities of your hero, such as its weight, growth, age, eye color, health condition, and the like. Although this face and may seem the easiest in creating, however, it is necessary to remember that it is in appearance that they are judged first. Therefore, it is important that the appearance approached the character of the character;

sociological. To form this face, you need to answer the following questions: What kind of social layer belongs to your character? Which church he walks, what political party does it support? Who brought up him? He was a bald child, or grew in rigor and order? Does he have any friends? What are their common qualities? And such questions can be very, very much. The main thing to find out what your character is socially plan. It is very important to understand the dynamics of the character development. He was not born as much as it was, he became so. It is necessary to understand the reasons for the formation of its character, only so you get a realistic hero;

psychological. Immediately it should be noted that you do not need to be a professional psychologist to create good and high-quality characters. It is enough to deal with human nature and be observant. Will your employee quit? Find out for what reasons he did it. Familiar threw the wrong food and signed up for sports? Communicate, and find out what caused such changes.

This face is considered to interact with social and physiological faces. Here you need to describe passions, fantasies, complexes, fears, the feeling of guilt your character, and the like. This also includes emotions, habits, intelligence, self-confidence and various inclinations.

The greatness of drama depends on how much the author will be able to create complex multidimensional images of heroes. Thus, the eternal task of self-knowledge turns for the playwright in the task of the knowledge of the heroes of its own work. The old call "Know yourself" for the playwright sounds like "getting closer to the heroes as possible." George Baker "Technique Drama"

4. Forcing characters to act

Very important advice - do not create inert characters. Have you ever read books in which secondary heroes were more interesting than the main? So should not be, it is first, and secondly, this is due to the fact that the main character turned out to be inert. In this case, he will avoid conflicts, fear difficulties and struggle. Such characters are not interested in anyone. Try your main characters to be dynamic, and knew how to cope with various difficult situations.

5. Creating a character biography

Before you start writing the first chapter of the book, you need to fully create every character. The biography of the main characters should consist of 10-50 A4 pages. You need to know about your character all - where he was born as he grew up who he was brought up with whom he was friends who loved ... In general, everything that can explain to the reader, why your hero became the way he is now.

Of course, when almost the whole biography already be in front of you (it is recommended to write it from the first person), you still have a few questions about the hero, the answers to which you will not know. Then the best option will be held interview with a character. Since he is the fruit of your imagination, then all his answers will definitely be honest.

You must paint all the details of your hero's life. Even if you do not use them in the book, and no one except you, you will not know about them - you must write them. After all, you create a person.

Write those books that you like to read

If you take into account all these tips when creating your character, you will understand that you yourself are starting to believe in its existence. This will be a confirmation that you have created a truly high-quality hero.

This article describes the process of creating a playing engine. The article is primarily addressed to those who are interested in the process of developing Next Gen models, as well as anyone who wants to look behind the scenes of modern riders. The character I did for the portfolio, the characters switched quite recently, we can say that this is the first challenge the character. Since this work is my personal project, I set the limit of triangles in 20,000, textures in 2048 * 2048, the work was planned under PBR.

Pipeline.

First of all, I will tell you the plan for which I acted, an approximate Pipeline. Pipeline or production sequence in creating graphic content may differ from the company to the company, and from the artist to the artist. It describes the Pipeline, which I followed, excluding the first first item, because I took the prepared concept and 2 latter.
  1. Literary description
  2. Concept
  3. Simulation / Sculpt Shared forms of a highly polonal model (Hipoly)
  4. Retreat Hipoly model (creation of Hipoly's pure geometry for detail)
  5. Detailing Hipoly Model
  6. Retreat of Hipoly Model (Loopoli Creation Loopoli (Lowpoly), which goes directly in the engine)
  7. Lowpoly scanner (creating textural coordinates)
  8. Carting Card: Normal, Ambient Occlusion, Color Map (Transferring Information with Hipoly on Lowpoly)
  9. Creating textures: Diffuse, Specular, Gloss, Normal
  10. Render in the engine
  11. Rig and Skin Character (Skeleton Snap and Binding to Mesh Bones)
  12. Animation

Concept

But enough boring lists. Now about the process of creating more.
I found the concept in the open spaces, and I wanted to do it in 3D. Already later I found that this character has already been implemented in 3D more than once.

Scultping.

But still, I did not give up the idea of \u200b\u200bimplementation, I only decided that some details prohibit a little, I would not completely repeat the concept. First of all, I decided to cut the model entirely in Zbrush. Zbrush - (Brush, Zebra, Zibrash) is a wonderful program that allows you to "sculpt the model", which is qualitatively different from other three-dimensional graphics programs, where we act on the model through the vertices, ribs and polygons. Here we have a brush with various properties and with the help of a tablet you can make quite thin operations, like a sculptor or artist on clay. The use of Brother allowed me at the initial stage to cut off the mistakes with the main masses and proportions, with a simple model in the brother, I could have changed the proportions very much and look for detail options. It turned out to sculpt Hardsurfeas (so called inorganic objects in modeling) was not easy.


Although the model came out a tone, the idea was embodied, and the case was moving on.


Several search iterations, and a form has been reached that satisfied me.

Retreat hipoly model

When it seemed to me that the model was ready for retreat, I switched to another program to create pure geometry for sculpting - Topogun and 3DS MAX. The essence of the retreat is that the grid is built on top of one model. Retopology allows you to make many three-dimensional graphics programs the same zbrush, 3DSMAX. However, the retreat is very uncomfortable there (although some retail in the brother) and a little functional. Topogun - a program created for retreat and has many advantages over combine editors. There are also disadvantages, after a tens of hours of work in it, I came up with a number of improvements, but to whom there is a deal :) An important disadvantage: the lack of a normal autopacker and frequent emergency completion Topogun. A feature of the new topology was that she was preparing for smoothing (turbosmooth), so there are almost no triangles there, tried to use quads (square polygons).


An example of a new grid next to the old one.

In Max, I corrected all the shoals and made a clean geometry. The retreat was long and tedious, because I exported every detail from Brush, then retreed separately in Topogun, then transferred to 3dsmax, it rules there and imported back to Zbrush. Part of the model was made directly in Max (for example, knee pads).

Ultimately, the model was almost completely rooted in a new, pure grid and loaded again in Zbrush.


This looks like a retailed mesh inside Zbrush.

Final detail

Tired by a long mechanical process of retreat I was glad to switch to the detailed model. Further, everything is simple - I increased the number of polygons of the model and the brushes added the part. I was happy for a short time, when the facility polygneling exceeded for 12 million, the computer began to pour a bit and it brought discomfort.


Ultimately, the model looked like this.

Retopology, creating lowpoly

It is time to make a grid for use in realtime rendering (game engines). Topogen again, now the work went completely in it, in Max fixed only some shoals of geometry. The work was for the portfolio, so I didn't bother with triangles, although I know that many where it was possible to save. At this stage, I already tried to bake Normal Map to see if the parts were carried out adequately. It was at this stage that I realized that with Topogun "Ohm no longer on the way and already in the next project refused it in favor of 3Dcoat. But this is another story ...


This looks like a new grid.

Lowpoly model collected in Max. Now time UV unwrap "a.

Creating texture coordinates

Until now, there was no need for texture coordinates. However, after preparation of the LowPoly model, you need to create the right UV coordinates to bake the cards and to possibly climb the model. UV I did in 3DSMAX, I consider quite a convenient built-in editor. It used to use third-party programs, but when the UV editor in 3DSMAX, it turned out to be sufficiently, it turned out that he was quite powerful ...

Proper sweep guarantees simple and correct texturing, removal of cards and can affect the quality of textures.


This looks like a layout of the pieces of UV.

Carting cards

The essence of baking cards (in this case) is to transfer information from the Hipoly model on the LOWPOLY texture. I baked with the help of the XNORMAL program - a wonderful program, much better copes with baking than combine programs. I bake a normal map (Tangent Space Normal Map) (information about the relief of the surface, which adds models fake detail), Ambient Occlusion, received the Cavity card from Ambient Occlusion, also received Object Space Normal Map using the XNORMAL utility from Tangent Space Normal Map.


This looks like a model in the engine with Normal Map and Ambient Occlusion. MARMOSET TOOLBAG engine. There are still bugs of bugs that were corrected in Photoshop.

Creating textures

Now that cards that could be obtained by transferring information should be prepared to prepare diffuse cards, specular and gloss. Previously, there was usually enough Diffuse, Normal and Spec cards, now PBR allows you to create glossy effects, and not just information about the power of reflection. There is a wonderful plugin to Photoshop, which simplifies the creation and editing of all these cards - DDO. This is an amazing program, in essence, allowing you to manage at once a few parameters of maps through the masks. It took the preparatory work so that I could work with this plugin, I used it in my PiPlayer for the first time. The plugin allows you to parametically add various surface effects, such as scuffs, stains and dirt, so it turned out to be very suitable for this work. Generating the main details of the textures, I finalized it manually in Photoshop.

The resolution of the textures with which I worked was 4096 * 4096, the photoshop file quickly grew up to 6 gigabytes. I was happy again that I have a rather fast computer :)
In the end, despite the fact that the texture I rejected several times (because Photoshop killed a file several times) the textures were created.

And finally, the final render! Although in essence, this is the preview of the texture, in the real, adult (UDK, Unity3D, Cryengine) engine I did not load the engine. For each engine (as well as the setting, location and indisciplinary color solutions of the game), most likely it was necessary to spend their tuning textures.

Actually, all. Thank you for watching, ask questions in the comments, maybe something will be interested.

P.S. This is my first article on Habré, so if I did something wrong, let me know.

I also want to immediately note: about the realism of the armor questions to the artist's concept, also do not forget that the art component is often more important than the functional and realism, although ideally, of course, it should be combined.