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FROM CONCEPT TO SCREEN
The Process of SNDQ's Character Artwork.
(still under construction)




Before we begin I must stress that this process is used on all my character art, but the subject matter of the art changes.
This is a breakdown a FEW pieces of my character art but primarily geared with examples towards Gen Zeridian's "Omega" picture.
(the images are compressed and adjusted for best view and easy load up time - sketches are lighter then they appear)




Step 1. Concept - Image #1
(all pre coloring stage)


Before I can make a character come to life I have to decide on a few major factors.

a. Pose/Attitude - What is the attitude of the character? In Gen's case she is  highly seductive but she is also powerful and high browed. She knows that she is a tough
individual who will defeat whomever dares to challenge her. I want Gen to appear in a position of power, her eyes are locked on the viewer daring them to gaze at her
body. As a female, Gen knows she's attractive and her posture exudes her sexuality but on the same notion she is not a cover girl. She will kick your butt if you try to
fight her, so this pose I referenced from Witchblade #63 conveyed that feeling to me.

This leads me to a very pivotal point of the creative process, RESEARCH. It is exceptionally difficult to work in a vacuum. It is ok to look at other's work and draw inspiration from their efforts, all artists have referenced someone else's work at one point or another. We all learn from each other, the difference in the mediums is how we reference from then change what we observe. At least this is MY views on the matter. My highest level of advice for creating characters,  writing stories, making props is to do your RESEARCH. The internet is a very powerful tool  as well as libraries.  Try to keep a clear focus on what you are trying to convey in your character art be it power, vulnerability, weakness,  villainy, seduction, innocence, love, etc. Once you have the idea of what your character will and will not do and decide upon the idea of the pose you are looking for, research becomes much easier but STAY FOCUSED on it. I have countless books of various artists and "making of" film books, troves of pictures I have printed from the internet and so on. If you have ever wondered who I have looked up to as inspiration for my work, his name is Bruce Timm the inventor of the Batman the Animated Series phenomenon. I also value the shading techniques of anime as well as the gesture characterization of Disney films.

If you want a few leads to point you in the right direction for pose research, find any artist that inspires you and search...

http://google.com - picture or web page archives
http://altavista.com  - same
http://theforce.net - Fan Art Museum


b. Stance/Posture - Gen's position needs to convey sexuality and power. She stands fully, but she keeps one of her legs extended outward so that her pelvis shifts upward,
which gives the viewer the idea of her curves. There are also very, very, few angles in Gen's depiction. Notice also that her legs are not standing side by side, which lends to an understanding of Gen's ability of grace and balance, even when she's ready for combat. She doesn't make the first move in battle, she prefers that her opponent  make that
decision and go from there. That is Gen's position of power, a "Make your move." posture. Her fingers are exposed and spread apart to signify the strength and balance she possesses and her coat  flows fluidically towards the right while her hair follows the imaginary breeze which lends a sense of femininity and theatric presentation.



Step 2. Sketch - Image #2

a. Gesture - You can see the build up of the gesture in this pose by the sweeping blue lines. Note that since this is a seductive female pose the tilt of the pelvis is opposite to the tilt of the shoulders. This is because the hip is lifting higher upward to support the balance of the figure's stance. Also note the sweeping center line that runs from about the neckline down towards the lower pelvic region which sets up the general flow of the eye through the figure's posture.

b. Proportions - Keep them accurate! (more on this later)

c. Anatomy - All figures start out drawn nude, if that offends you get over it. It is necessary to draw a figure nude (with only slight details) such as the nipples on breasts so that the clothing will lie over the figure accurately, if you don't pay attention to anatomy, your figure can turn out looking blocky or warped, or appear off balance, keep a good eye on the general muscle placements. In sketch #2 you can clearly see the shapes that are more or less composing the structure of Gen's pose. Marvel figures for instance are made of four central elements, cones, cylinders, spheres, and rectangles/cubes. (more on this later)

d. Layers/Overlaps - Layers in this case are anywhere in the picture that hair or elements of a costume, anatomy, or foreground elements overlap one another. In the initial sketch #2 you can see there are only traces of Gen's costume placed in, mainly her boots and pants.  Gen's hair tends to overlap over each curl, likewise her coast overlaps portions of her costume, so that depth is achieved in the image. Its obvious that in the case of pants, they will not look right if the coat does not in some manner shield them  from view unless in the case of this drawing, her coat is billowing in a manner where only a small fraction of her pants are covered. Likewise with the arms. Gen is NOT wearing one coat she is wearing two. The first covers her top and runs down her arms, while Val's older sleeveless trench coat is wrapping along her shoulders, notice the difference in textures and you'll understand this more clearly in the final picture. Also pay close attention to how fabric drapes and folds along the body. If you look at Gen's coat covering her breasts, there is a overlap of fabric there to show how the material is draped over them, this shows that the fabric is also NOT  just painted on, it has flexibility.

e. Originality/Viewer Perception - For my artwork I may reference another person's work but as I stated in research, it is how you change a starting idea and make it your own unique approach  that makes it become YOUR artwork (speaking originality here, not copyrighted characters). You can see that between my first general "spark" for the pose and the actual pose that I did not keep the same hands as the Witchblade cover conveys, I changed the placement of the arms to match my needs and add more emphasis to Gen's power and sensuality. The original reference doesn't give me a whole body to work with, so I have to use my knowledge and research anatomy books to figure out just how the figure is constructed at its very base, without the clothes, color, or dramatic lighting. Gen's face is highly stylized to show emotion. The eyes are the windows to the soul and you can clearly see that her eyes undergo many changes in each step of this process. The face of your character is very pivotal in exciting the eye and your audience's attention. If you want to show anger, your face needs to show this, if you want to show sadness then your face must also convey this message.

 In this post Gen is showing you she is seductive but she is also in control of your eye, she wants you to look at her but on the same notion if you want a fight, she'll bring it to you as well. Gen's isn't "posing for the camera" this is a moment captured in another world where you are invading her space and she's not very pleased with it. The viewer must decide for themselves what point of view they are approaching this image in. Is it just a glance towards this woman on a ship? Are you looking through a villain's eyes or a  military soldier's point of view? Are you Val?  This is an image that does not give you all the answers, by image #6 you know you're either on a ship or some sort of space station with a planet in the background through a view port and Gen has her lightsaber drawn in a position of defense...you are a threat to her, but why is the mystery.



Step 3. Costume/Details - Image #3


a. Message Conveyed - Gen is a "bad girl" in the sense she has triangular shaped eyes while most "good girls" have rounded off, wide eyes. Her brows are slim and arches, and her lips full and  pursed. Her costume must reflect this attitude she has in her stance. She knows she is attractive, so to convey that element without taking the easy road and dress her in as little clothes as possible, she teases the viewer with the slits cut into her pants, exposing part of her inner thighs and likewise, also her exposed midsection and  regions of her outer hips. She is however, tastefully seductive. She has breasts but notice she does not have one ounce of cleavage showing, her  zipped form fitting top is more then enough to exude that element of her sexuality without having to resort to a bikini, let alone a g-string or torn clothing as many comic book bad girls exhibit.

In this particular case of Gen's costume, you are most likely aware that Gen's former costume was fairly in between light and dark. She wore a two piece gray jump suit, black knee high boots and had a long sleeved trench coat. However, you must understand in this representation which is designed to show Gen's look in a new chapter, that events have led Gen to decide that she can no longer dress loose and casual. Emotionally Gen is angered because she is no longer in a position of power. Her attire has been shifted from her neutral look to a more darker, ominous choice of clothing. She is however NOT evil in the sense of dressing in morbid or gothic  garments. Gen herself is not evil but she is powerful and strong willed. To set off the the vile appearance of her almost all black/dark gray attire I added light to the darkness in the form of the gold highlights on her top and down into portions of her pants. Gen's also Val's fiancee.

She shows her place by Val's side by incorporating elements of his elegant Versai Crest into her wardrobe as well as designed her own unique Crest to compliment Val's insignia as a symbol of unity. What cannot be made out clearly in the final picture of Gen's attire is that she not only wears the same fingerless gloves as Val, but she has one of her crests on one hand and Val's on the other and Valaryc has the same on his gloves so that when Gen and he embrace, they both have a piece of each other constantly viewed to those around them. This is yet another detail of their unity.  If you look close you will see while Gen has primarily her own symbol on her belt buckle, she has the Versai Crest in her boots.

I wanted Gen's boots to also take a unique twist and not be the same old standard knee high shiny black boots I have clothed so many other characters in. I wanted Gen's costume to reveal she's a dark female but she's not a dominatrix or a pin up girl. Gen is a powerful fighter who can hold her own, she's intelligent and she's supremely confident in her abilities. If you are not aware, Gen's race is what I have called "Seducyn" it means exactly as it sounds. Gen is not human, she looks human but she has the distinctive ability to seduce a male with her purple eyes. One of the aspects of the Seducyn race is that they have matching eyes and hair color, in Gen's case she has purple hair and purple eyes NATURALLY, not dyed or contacts.

b. Character Evolution - Gen's secondary coat is an important aspect to her outfit design. It was one of the coats that Val used before he changed his style to the tri-fluted collar seen on his latter Deception pictures. Again I wanted to convey that Val and Gen are unified with a very powerful love for one another but they are also both fighters as well. Each of them holds a piece of one another and I wanted this reflected through her outfit.  The belt is one element that has remained consistent in Gen's character from her first drawing, it is a belt design that Val has built for her long ago before her death, she has recreated the same make as a tribute to that gift. It is one element that will never change EXCEPT for the belt buckle which was changed to Gen's new crest to show that she is adapting to the technology of the future.

One last important detail to Gen's costume is her triangular "V" clasps that in her old costume used to secure her shirt . In the new design of her attire, she no longer needs them to cover her chest, so they were incorporated into her wrist gatlents  and boot cover attachments. Why are they still here? They are as unique as Gen is and are a pivotal element of keeping "Gen" consistent in whatever new outfit she is placed in. Some people like to completely re-invent a costume, my approach is more like evolution. You start with one idea then gradually shift it to something new. This is best noticed in the change from Val as a Bounty Hunter to the introduction of his first use of a sleeveless trench coat. Why did he take on the coat? Because the services rendered by his Bounty Hunting attire were no longer necessary. He was forced to evolve and adapt.






(This is again my approach to coloring with Photoshop, there are countless ways to color digital artwork.)



Step 4. Inking - Image #4

a. Vary Line Weight. - Varying the line weight as you can see from the pencil sketch of #3 to the inked final in #4 allows you to add depth to your character. Notice also that objects that protrude into the foreground are given a heavier line weight to emphasis the proximity of depth in the picture. This also helps you add form to the figure and elements of clothing, by making sure to thicken your lines in shadow regions, and apply a "thick/thin" approach to areas of the figure that protrude and recede as well as define sweeping curves.
b. Close Gaps - If you do not close gaps, when you select a region you will wind up selecting entire patches, rather then single regions or shape elements which will greatly increase  the time it takes to color a picture. I tend to make sure hair and clothing gaps are closed up so I have less frustration with them later.
c. Keep it clean! - It's ok to have some liberty in the gesture of your pencil drawings, but when it comes to the ink final you want the image strictly BLACK and WHITE, or you will be unable to easily remove the white background in the scanned picture, making it more difficult to split up regions of the image to lay down flats.



Step 5. Prepare Art for Digital Coloring - Image #5

a. Scan in lineart. - 300 DPI - Open in Photoshop
b. Select White Color Range. - Delete White - Create New Layer - Fill with White
c. Name art layer "Lineart" drag to top of palette window.
d. Create and Color in Layers Under Lineart Layer if Possible. - Sometimes you might actually accidentally start coloring on the lineart itself, if so don't panic, just make another later under the lineart and continue, when you are completely finished you will flatten your coloring anyway.






(For light and shadow section, refer to these pictures unless otherwise instructed)


Step 5B. - Consider Light and Shadow

a. Determine Light and Shadow - Anything that is not shaded should represent the lightest part of your figure, I use a pink highlighter or a marker to determine first off where is the light coming from? In Val #2 you can clearly see a arrow pointing where I want the light to come from, you can also determine that there will be a lightsaber digitally added to Val's hands and it makes sense that the light from the saber would illuminate portions of Val's attire. In the final product for this image, you can plainly see that the light and shadows match the final work. My process for coloring will be explained further down.

b. Light Direction - Expanding upon the information presented above, it is important to take into account where the light source is when you color your artwork and remain consistent in it. Its fairly simple if you are accurate in your initial shadow template, in this case Val #2 is the template for the coloring in Val #3. Just keep in mind to remain consistent in the direction of your light, so if you have a hand with fingers and you determine that the shadow is on the bottom of each finger, color accordingly. Also make sure to pay careful attention as to how light spills along the figure, especially in folds. If you look at Val's knees #2 and #3, there is shadow in the bunched fabric of his pants. The light is coming from the upper left corner and shining downward so anything on the right side is thus, put into shadow and remains constant throughout the entire picture. Take into consideration the effect that your background also may have on the character as well. Notice that Gen's hair in #6 shows that the ends of her hair fade to a dark, almost flat purple because they are in complete darkness, same with the inner details of her coat.






Step 5C, - Duo tone Coloring/Hard Edge Shading

a. Determine your Color Palette - You might notice that in many of my pictures, the colors of outfits, hair, and some eyes constantly match from one version to the other. This is because I create my own custom color palette for my characters. In the case of Isis Surul (above) I have broken down for you the general colors used in her picture (excluding lightsaber). You will notice a pattern that I only usually use a two tone or "duo tone" coloring process. I don't mean in the sense of a picture that is only in two colors, in this use of the word I mean each individual color is "duo tone". One color is the flat, base color and the other is a slightly darker hue for the shadows. Examine the picture of Isis and you will begin to notice the pattern. Light source is still a VERY important aspect of adding a solid feel to the picture, if the colors did not follow the rules of light and shadow, it would look a mess and not make much sense visually, the two tone color effect would fail.

I have broken down the image above into the light being represented on the left and the shadow on the right. I have also broken down where this two tone color process is used on Isis's individual sections from her hair, to her clothing, to her eyes. The two swatches of color after Lips/Pin Stripes are the gold, and her eye colors. Visually speaking the image wouldn't look balanced with those labeled along the main "Light/Shadow" title.

b. Why a two color process? I use this process because its first and foremost very easy to do when you get the hand of it and two, I don't go for realism in this sort of drawing, I admire the techniques invented by Walt Disney and Anime that use this method to push the solidity of form and function in animated features. Remember that the older animated movies were all hand painted cels. To achieve the realism of reality into the motion pictured while preserving uniformity in the animated sequences, opaque paints allowed animators and cel painters to make sure every frame was constant with as little color as possible. It breaks down very simply, the more colors you have in a palette one ONE cell the longer its going to take to make 1000 of them. Anime loves to use expanded formulas of three, four, and sometimes even five levels of light and shadow. My approach however is that I use two to three max for all my work so that I can maintain that "cartoon" feel to my images,

Rest assured I can draw realistically if I intend to do so. It is my choice to keep a level of animated splendor to my work that makes my work look "animated".

c. What styles should I use? Well depending upon the amount of time you have to invest in a drawing you can use my process or if you are really good with an airbrush use those, or if you really love Image Comics and Top Cow art apply a process known as "frisking" which is making a series of selections and through lowered opacities build up airbrushed edges, which leaves some hard and some soft. Personally I would love to frisk my pictures and I'll start experimenting with it in the future as I have time to practice the techniques, my advice is color your artwork in whatever style you feel comfortable with.

d. Choosing Colors - All of my artwork that is hand drawn and colored in this manner is usually composed of bright, vibrant colors and dull, dark backgrounds to pop the character forward. I use this vibrancy because I know that the eye is attracted to light and the better used it is, the more visually enticing my artwork is (added to the strength of the drawing) which sets the mood of the piece and adds a wonderful level of drama and suspense people enjoy watching,

My advice on choosing colors is to consider the mood you are trying to convey to the audience. If it is a action packed scene you will often see that warm colors are used to show the intensity of the moment (red, orange, yellow) while if the scene is mysterious or sad and moody you will often see lots of cool colors (deep blue, purples, maroon). For my scenes it all depends on the point of the image, if you look at Insurrection Val he is ready to fight and he is inside a very dark place but his intensity in his eyes commands your attention, you know what he's thinking and the fire added to the background on the metal doors only adds to the excitement of his next perceived action. Gen's pic in #6 follows this format as well but this one doesn't depend on the location like Val's pics do. In this picture the focus is on Gen and what she intends to do, the details of her costume, etc. The background only tells you that this picture is sci-fi/Star Wars themed and gives you a location to place yourself within, the background gives a good sense of location but it does not distract from the character.



Step 6. Finishing Touches

a. Coloring Finals - (info soon)
b. Setting/Background - (info soon)
c. Adding Text - (info soon)
d. Signature  - Protect your work! I use my initials to show the art is mine with "NRN" ghosted somewhere in the picture. If you really want to protect your
work pay 30.00 and register for a copyright with the US copyright office.







- RETURN TO MAIN -



All information, character names, images NOT owned by Lucasfilms, Disney or Top Cow, are copyright and
TM 2004 Nick Nugent. All rights reserved.