fmpjackgamble
fmpjackgamble
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fmpjackgamble · 5 years ago
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The final monstrous design of ‘05-75′  is mutated to have features that match a bearded vulture, I believe I displayed this well in this outcome through the heavily present with The signature red feathers of the bird present in his design and the other aspects such as the bloodshot red scleras and long bird like legs. His design is reminiscent of the mythical creature known as a Harpy while still containing demonic features that were intended of the design, such as clawed arms and horns.
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fmpjackgamble · 5 years ago
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H R Giger
- also look at his art work (be wary quite phallic).
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fmpjackgamble · 5 years ago
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Look at medical hand transplants, prosthetics, Pistorias and his wish to battle in a race against normals - also character in Kingsman (2) with blades. Battle Angel? Nemesis from Resident evil?
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fmpjackgamble · 5 years ago
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(WIP)
 Fuseli and The Nightmare,
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 Goya and the disasters of war and his later nightmarish paintings - the dark ground and highlights is no different than Photoshop artists today.
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David Death of Marat
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How was it painted?
Gericault  ‘ the raft of Medusa ‘
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fmpjackgamble · 5 years ago
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Also go back in time and look at Victorian Penny Dreadfuls - and the styling of the TV series which should fit,
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fmpjackgamble · 5 years ago
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Look at the comic book Witches and the way they layer up the splashes over the top https://imagecomics.com/comics/series/wytches
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fmpjackgamble · 5 years ago
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Dave McKean
plus the comic novels of Dave McKean especially Arkum Asylum and Black Orchid (the first for suggestion of paranoia, the second for beautiful art work. 
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fmpjackgamble · 5 years ago
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Brian froud
Check out more of Brian Froud's work and his style
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fmpjackgamble · 5 years ago
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Leg references
reference Percy Jackson 
plus Pan from Pan's Labyrinth,
 Aeon Flux (dreadful film but woman with hands for feet), 
look at cats and the fact that their shoulders shift to allow for soft landing from heights. 
Look at the legs of the creatures in new series of Sky's War of the Worlds.
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fmpjackgamble · 5 years ago
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Claw references (todo)
Xmen and Wolverine, 
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Wolverine’s Claws are a result of his mutation, which fuses his bones with the fictional metal alloy adamantium. This, of course, means that he has much stronger bones than the average man, and means that the claws that his body can produce from his knuckle area are relatively strong and sharp, for increased battling ability. Above, I have attached an explanation of how his claws would work scientifically in the X-Men universe. This image was not created by me, though I am using it as a reference within this particular part of claw research.
 Freddie Kruger and his claw gloves 
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Edward Scissor hands
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Left 4 Dead Witch 
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 Catwoman
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Terminator 3 (new one),
 the creatures from Dark Crystal - Skesis and the soldier bugs, 
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-bird like (talons) -Long and thin, they look frail. easily breakable.
Xenomorph
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 Predator creature, 
Weird real claws i.e. those on Sloth, or bearded dragon.
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fmpjackgamble · 5 years ago
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My Idea
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fmpjackgamble · 5 years ago
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Cedric Peyravernay
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Cedric Peyravernay Is a french artist who utilizes an intense level of realism in his artwork, following themes such as steampunk and sci-fi. With work towards the Dishonoured franchise, Cedric Peyravernay has had work experiences with large companies such as Bethesda and Arkane.  The attention to detail in his work is incredible and an inspiration to me, he is able to portray backstory and personality through the character designs he has worked on, each scar and wrinkle displaying what that character is likely to act like and the level of detail to even the smallest of facial expressions is intriguing to me.
He makes use of dullish green lighting to emphasize his artwork, a moderate middle ground between cool and warm colors which can display an almost sepia like, aged atmosphere to his pieces. This proves relevant as his art also covers an alternated history aesthetic, such as a dull steampunk victorian London/ industrial period. His use of colour theory, keeping the colour scheme dull also helps to provide an atmosphere to the characters he draws, showing they’re stern and more militaristic or gloomy.
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fmpjackgamble · 5 years ago
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Sangsoo Jeong
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Sangsoo Jeong is a Korean freelance concept artist and illustrator based in Seoul South Korea, their art focuses on existing characters from video games and shows that they seem to be interested in but also reaches into creating their own characters and of course, those they’re hired to design. I've found some of their art that covers characters that appear a tad bit monstrous, such as their piece named ‘harpy’ and then this fully armored demonic-looking woman.  Their style is a mixture of realism and a more ‘anime’ appearance, blending the lines between reality and cartoons in a beautiful way. This type of style is something I have looked up to for many years and aim to one day create art similarly. The brushed Sangsoo Jeong uses seem to be mimicking the textures of real-life paint. Likely an oil paint or watercolor paint mimicking brush. In certain aspects of their art, there seems to be less effort put in, while still maintaining an effortless beauty. I aim to try and explore designing my character with inspirations from this artist’s style and especially the lack of line art. A method I have shied away from for too long.
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fmpjackgamble · 5 years ago
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Face study: proportions (and how to work with them while keeping an art style)
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It's a general understanding that there are multiple face shapes that exist, which are defined by your skull, mostly your jaw. These facial structures can be used in character design to display personality. For example, a rounder face for someone who is softer and kinder. And a sharper face for someone more abrasive and hostile, or even elegant. Different face shapes can send different messages about a person and how their personality may be, often subconsciously. Though this doesn't always mean its correct, however as something utilized in character design, I feel it is appropriate to mention this imagery. 
When it comes to facial proportions, there are always certain features that align. For example, the tip of the nose aligns with the end of your earlobe (bottom). While your eyebrows often align with the tip of your ears. 
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I have displayed this on both of these pictures, with the red lines. Accommodating for head tilt in the second one. 
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fmpjackgamble · 5 years ago
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Hand/claw studying.
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For the character I intend to create, he needs natural weapons in the form of limbs. So, of course, a common feature in many creatures that are carnivorous and must cause harm, are claws. The style of claws I want to give my character is inspired by claw gauntlets. I intend to structure his hands in a way similar to claw gauntlets- which will also mean he has a built-in armor system on his hands and likely his forearms too. This will cause some limitations in what he as a person would be able to do, and may, in turn, make it difficult for my character to hold things, however, that is spoken from the perspective of somebody who hasn't lived with them. 
This style of hands will improve his natural ability to destroy things and will hopefully establish his backstory of being a living weapon by ensuring he has the physical traits of a hunter.
https://www.youtube.com/watch?v=2CmrMRXoA8Q
In this video, Jazza breaks down how to draw hands into easy steps, by ‘dumbing it down’ into shapes. This method of teaching is useful to me as the basic shapes of a drawing are something I find myself focusing on quite a lot in my sketching process.
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He then goes on to show methods of drawing hands in different angles, showing the 3d shaped version of the trapezium that makes up the palm and displaying how to draw fingers off from that. 
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With the basics in mind, I can work on designing and drawing hands of my own, by changing certain aspects of the fingers I can create the desired claws for my character and attempt to display some of his backstories through simple features such as scars and small injuries on his hands.
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fmpjackgamble · 5 years ago
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Skills to learn 1: some anatomical features
One skill that I will need to learn in order to produce the best work I possibly can, is how to draw some of the anatomical features that my character possesses. Due to the nature of his origin, this means He will have features that are definitely not supposed to be on humans, and Other features will have to make up for this. For example, with his nonhuman legs, the center of gravity and his posture will have to be readjusted in how he’s drawn. In order to make the way, e stands to look natural. For this, I will have to study animal legs, such as goat legs, etc. And how those animals stand. I will also have to study the structure of these legs to figure out what moves and what doesn't. For example, ankle placements on animal legs compared to human legs. And even the walk cycle of various animals in order to understand how movement may happen from my character.
Goat walk cycle
https://www.youtube.com/watch?v=RwUPY6zbeuk
While this clip is only 2 seconds long, if put on loop it accurately displays to me how one individual has animated the movement of a goat. WHich allows me to study the movement of the back legs myself and how the hooves land on the ground compared to where the rest of the leg is positioned in those frames. 
due to the nature of this video being a profile view animation, this allows me to get a better look at that specific angle, rather than watching countless videos of goats just hoping for them to be walking in the right angle for long enough to study. 
From this video I can see that in the process of a goat moving, the hoof picks up quite a large amount from the ground, moves forward, and then lands down on the ground. with the hoof angling itself backward as it does so. 
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Dog walk cycle.
https://www.youtube.com/watch?v=ivmsmoiFBPo
I have another idea of utilizing a canine-like leg structure (due to the existence of hunting dogs with the capability of great speed, which would benefit the speed and agility of my character) With this video I can analyze the structure of the hind legs and the basic shaped structure that build them. 
I can follow that the leg is almost perfectly straight as the paw is placed down onto the ground, only to regain its arc-ing shapes as it continues to move forward.
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Raptor stilts
Raptor stilts are a type of stilt used in costumes for movies and such, they give the wearer the digitigrade style legs of an animal, with added height. 
This is useful for costumes like the Alien in ‘Alien’ and also for, well, raptors.
https://www.youtube.com/watch?v=r8Rk8rCfdLk
Videos such as this are a perfect reference for me in my research as I can see how these styles of legs would work with a human upper body, and how movement occurs. There are many different styles of these stilts that I can reference. However, This style is the type I’m most interested in for studying.
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fmpjackgamble · 5 years ago
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Reflective journal: COVID19
Following the closure of schools as a result of the Corona Virus pandemic, there have certainly been changes regarding what I am now capable of doing. As of right now, I do not own Cinema 4d or Mudbox, or really any of the software I intended to use at college for my final major project. ANd ultimately due to shipping changing as a result of many other countries going into lockdown, it seems unlikely that most materials I intended to buy offline will be able to be shipped. In this time of uncertainty, I can only reflect on my project and aim to find ways to overcome these difficulties and work to the best of my ability regardless of the situation. Under the condition i do not get sick any time soon. 
I will work towards finding methods to complete my project to the best of my ability despite these obstacles, even if that means that my initial intention shifts and my project takes a turn towards something else. I will find ways to get the desired software and pray that they run on my small laptop without difficulties and crashing. 
I hope to be able to 3D model my piece still, however, I feel as though i will have to minimize the pieces. My initial intention to create a ball-jointed doll may have to change due to the fact that for my project to be completed the way I want it to, I’d have to 3d print the pieces, put it together, run trials of the pieces and then decorate the model, which in the long run, was just a base of the final piece i aimed for.
In the scenario that I am now unable to 3d model, should the software crash my laptop, I can still aim to create the story behind my project and design the character I wanted to model. I am still able to create concept art and character designs and go through my project detailing what I would be making at that point if i had the opportunity. If I am unable to make the model, I can still present plannings for the scenario where I would have been able to.
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