The Gnomon Workshop – Professional Character Design for Film

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为电影和电视设计角色和生物可能涉及许多过程。连续两年被概念艺术协会提名为“最佳生物设计师”的 Ehsan Bigloo 展示了他在为娱乐行业设计令人惊叹的生物时久经考验的工作流程。这个工作坊开发了他自己的 IP,详细介绍了 Dîv 的制作过程,Dîv 是一个具有超自然力量和力量的恶魔角色,大致呈人形,但却能引导黑暗的超自然力量。

从 Ehsan 喜欢开始任何新概念的地方开始,第一章详细介绍了他如何使用铅笔在纸上找到新生物的初始缩略图、形状和形式。Ehsan 研讨会的第一部分将分享对他的策略以及他如何处理行业客户反馈的深思熟虑的见解,这将有助于改变您考虑从头开始构思下一个设计的方式。

在使用传统媒体在纸上写下他的初步想法后,Ehsan 将他选择的概念设计带入数字世界,使用 ZBrush 将最初的草图/概念转化为 3D 形式,以在他使用 KeyShot 完成最终渲染时绘制模型. 从他作为概念艺术家在娱乐行业工作多年的经验中,一直提供他的行业提示、技巧和见解。

作为附赠章节,Ehsan 将他的最终生物带入虚幻引擎,从设计师的角度展示将角色导入虚幻引擎并设置一些大气照明时可用的创意可能性。

本次研讨会专为有抱负的专业角色/生物设计师、概念艺术家、数字雕刻师、IP 开发人员以及对基于视觉角色的故事讲述感兴趣的任何人而设计。

Duration 2h 35m MP4

Title: The Gnomon Workshop – Professional Character Design for Film

Info:
Designing characters and creatures for film and TV can involve many processes. Ehsan Bigloo, nominated as ‘Best Creature Designer’ for two consecutive years by the Concept Art Association, presents his tried-and-tested workflow when designing awe-inspiring creatures for the entertainment industry. Developing his own IP, this workshop details the making of Dîv, a demon character with supernatural strength and power that takes on a roughly human shape yet channels dark, supernatural powers.

Beginning right where Ehsan likes to start any new concept, the first chapters detail how he approaches finding the initial thumbnails, shapes, and forms of a new creature using pencils on paper. Sharing thoughtful insights into his strategies as well as how he handles client feedback in the industry, the first segment of Ehsan’s workshop will help change the way you consider concepting your next design from scratch.

After laying down his initial ideas using traditional media on paper, Ehsan takes his chosen concept design into the digital world, taking the initial sketch/concept into a 3D form using ZBrush to block out the model as he works through to the final render using KeyShot. All the while offering his industry tips, tricks, and insights, from his many years of experience working in the entertainment industry as a Concept Artist.

As a bonus chapter, Ehsan takes his final creature into the Unreal Engine to demonstrate, from a designer’s perspective, the creative possibilities available to you when you import a character into Unreal and set up some atmospheric lighting.

This workshop is designed for aspiring and professional Character/Creature Designers, Concept Artists, Digital Sculptors, IP developers, as well as anyone interested in visual character-based storytelling.

SOFTWARE USED
KeyShot ZBrush Photoshop Unreal

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