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What is the best advise that
you would give to someone improving and/or learning CHARACTER DESIGN? |
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Start by copying other drawings and think about the process of drawing, asking yourself,
"Why did the artist draw this in this way?" Once you have copied the character
in the same pose, start drawing that character doing different things, making sure
the character still looks "on model". Try drawing the face showing different
expressions, i.e. smiling, yelling, laughing, sad, suprised, etc. Keep drawing the
same character until you feel really comfortable with them and can draw them doing
anything. Find another character and do the same thing again. As soon as you feel
like you can, design your own character and follow the same process. Top
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What is the best advice that
you would give to someone learning ANIMATION? |
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Learn to draw comfortably first. Both lives of drawing and cartoons. There is nothing
more frustrating than trying to make something move if you can't even draw it the
same way twice. Once you do know how to draw half decently, start with the basics,
like the ball bounce or the pendulum. Top |
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Do you need to use a GRAPHIC
TABLET to draw cartoons on the computer? |
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Not really. There is nothing like a pencil on paper. Sure you still have to scan
it in but for animation it's paper all the way. Top |
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How do you get a job in animation? |
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Before I answer this question, you must first answer a question - What do you want
to do at an animation studio? There are lots of different departments to work in,
depending on the studio size and the particular production they're working on. These
are the artistic departments within an animation studio:
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• Conceptual design
• Character development
• Character design
• Storyboarding
• Location design
• Prop design
• Effects design
• Layout
• Animation posing
• Animation - Senior Animator
• Assistant Animator
• Inbetweener
• Color Stylist
• Background - Senior Key Background artist
• Background painter
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Once you've decided where you want to work the answer to this is- Put together a
portfolio of: |
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1. life drawings
2. object drawing
3. animal drawing
4. some character drawings
5. artwork that focuses on the area that you want to work in.
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For example: Background department - show examples of color work you have done in
watercolors, gauche, markers, and airbrush if you have it. For the Layout department
- show examples of line environmental drawings (rooms, exterior locations, both
man made and natural), marker tonal renderings.
For the Storyboarding department - show a sample of sequential story sketches for
a short sequence, showing your understanding of shot and camera angle selection
as well as your storytelling abilities.
If you don't have a portfolio of work, you'll have to start drawing right now. A
good entry level portfolio may take anywhere from 6 weeks to several years to put
together. If you have no formal training, this may be a problem. You'll probably
have to enroll in some night school courses or continuing education or find a college
that offers a full time animation program. Pretty much all of these colleges will
require a portfolio application, which puts you back to the top of this paragraph.
It's very rare that a studio will hire someone with no formal animation education.
The competition is just too fierce for the average "Joe" out there unless
they have some God-gifted talent that puts them up there with someone who's been
through a college level program. The next big step is to simply call the studio
up and ask for an interview with the head of the department that you want to get
into or speak to someone in the recruitment department.
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What do you put in a portfolio? |
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Your portfolio should include your best artwork. It should be made up of the following:1)
Life drawings - About 15 - 25 drawings. - Gestural sketches 1 minute - 3 minute
poses. - Sustained poses 5 minutes - 15 minutes. All drawings should show the hands
and feet wherever possible. By leaving them off, it means you can't draw them and
this will be a negative against you. 2) Object drawing - Around 15 - 20 sketches
of everyday objects from around the house showing a strong sense of perspective
and structure. 3) Animal drawing - Same as life drawings. 4) Some character drawings
- Don't submit established characters that the studio has produced or any other
characters like: Bugs Bunny or Mickey Mouse. Studios don't like this at all. Even
if you can draw them just as good as the originals, avoid this like the plague.
It will hurt you more than help you. Submit your own characters that you've developed.
Show them doing different things and expressing different emotions. Be sure that
if you're doing 4 or 5 drawings of the same character that they stay "on model",
otherwise it'll look bad on you. 5) Artwork that focuses on the area that you want
to work in: Conceptual design - rough and finished (color) conceptual drawings for
characters, costumes, locations, props, etc.
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Character development - a wide variety of concept
sketches for characters showing a series of developmental drawings through to the
final designs. Show both initial rough sketches and finished color renderings. Show
a wide variety of design styles.
Character design - present model sheets and character
poses for a wide range of character types and styles.
Storyboarding -show a sample of sequential story
sketches for a short sequence, showing your understanding of shot and camera angle
selection as well as your storytelling abilities.
Location design - environmental sketches. Early
concept roughs, developmental sketches and final location drawings. Show both interior
and exterior locations. Display a wide variety of architectural design styles, geographical,
and time eras. Structure and perspective very important.
Prop design - similar to the object drawing outlined
above, but show the objects from several different points of view as well as being
used by a character. Structure and perspective very important.
Effects design - observational drawings of water
splashing, dripping, pouring, snow, smoke, fire, light, bubbles, leaves falling,
rippling water, glass breaking, etc., etc. Analytical observation and artistic recording
of these effects on paper.
Layout - show examples of line, environmental drawings
(rooms, exterior locations, both man made and natural), marker tonal renderings.
Display a wide variety of architectural design styles, geographical, and time eras.
Structure and perspective very important.
Animation posing - character drawings showing a
wide range of actions, attitudes and emotions. An animation demo reel is a huge
asset (if not absolutely mandatory with most studios). Must display an understanding
of the principles of animation:
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anticipation - action – reaction
timing
overlapping action and follow through
squash and stretch
exaggeration
strong line of action
structure
proportions
volumes
weight
balance
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Animation - Senior Animator -
has had experience animating for several years at a high level of quality. An animation
demo reel is a must. Depending on the persons reputation within the animation field,
a portfolio is optional (you probably wouldn't ask to see Glen Keane's portfolio
for anything other than pure entertainment. This person must display an extremely
high level of understanding and application of all the above mentioned principles
of animation.
Assistant Animator - same as the animation posing
position.
In-between- same basic skills as the animation
posing position but maybe at a slightly lower level.
Color Stylist - show examples of color work you
have done in watercolors, gauche, markers, and airbrush if you have it. Must have
a strong sense of color values and color theory as it applies to the emotional and
psychological aspects of the human mind.
Background -
show examples of color work you have done in watercolors, gauche, markers, and
airbrush if you have it. Must have a strong sense of color values and color theory.
Be sure your portfolio is neat and clean. This is an investment in your future.
Don't cut back on the quality of the copies you're sending; get laser copies if
the drawing is black and white or a color copy would be even better. Nothing smaller
than 8 1/2" x 11" in a plastic sleeve booklet or no larger than a 2' x
2 1/2' portfolio. Anything larger becomes cumbersome for the viewer.
Glue the drawings to the backing paper to avoid the dreaded "slipping art"
syndrome where your drawings float around inside the plastic sleeve making your
presentation look sloppy. A little dab of glue stick on the back of the drawing
should be enough to fix it into place.
Don't get the binder type portfolios with the one billion rings in them. The plastic
sleeves tend to shrink over time and cause the binding rings to shred the sleeves
whenever you turn a page. It gets messy after a while, I know, I have two of them...
BIG mistake! Get the ones with 5 or 6 rings, they're much nicer and neater.
Arrange your artwork in a pleasing way on the page so that there is a flow to your
composition of drawings. Don't put too many drawings all on one page. It tends to
clutter it up too much. Conversely, don't put just one drawing on the page unless
it takes up the entire page and looks absolutely amazing. By putting this one drawing
by itself you're saying, "Hey! Look at me, I'm all by myself so I must be something
pretty hot... take a good long look."
You must understand that the assessor will probably spend no more than 5 seconds
on a page (if that) and only longer if they see something that catches their eye,
both good and bad. By having the single drawing on a page is only inviting closer
scrutiny. So, if the drawing is good, do it. If it's not so good, don''t do it.
Arrange your drawings by department, meaning - keep all your life drawing together,
all your object drawing together, etc., etc.
Only send copies of your work, never send an original! Only send the original if
the studio specifically asks for it.
Try to have your portfolio start off strong and end it off very strong with your
best pieces of work. Top
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What's it like working in an animation studio? |
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Working in an animation studio can be a lot of fun, you just have to remember one
thing: an animation studio is supposed to make animated cartoons; it must produce
a product. Your sole function as an employee is to provide a function that helps
to produce that product. Whether you have fun or not is not the responsibility of
the studio or any of their supervisory staff. If you're in the storyboard department,
you're getting paid to produce quality storyboards to a standard that is acceptable
by your supervisor. If you can't perform this function, the studio will find someone
who can to take your place.
"But", you say, "Isn't animation an art form? How can you place a
price or pass a judgement on art?" Practically speaking, you have to place
a price on art and pass judgement. If you didn't place a price on it, you wouldn't
get paid for your work. If you want to get paid for it, you must have someone who
is willing to shell out some cash for what you want to do. I think that if it was
you paying for the art, you'd be passing judgement on whether or not it was worth
paying for it. As in any field you are paid according to your talent level and output
capabilities.
As an artist within the studio system, and for that matter, the entire animation
industry, you are gauged by your talent level, attitude, and ability to get along
with others. Nobody wants to work with someone who is constantly griping and complaining
or someone who criticizes others behind their backs. Nor does anyone particularly
enjoy working with someone who is incapable of fulfilling their artistic responsibilities
Top
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What do you get paid in animation? |
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Salaries can vary quite dramatically from studio to studio and job to job. The difficult
thing is charging the proper amount for the job to cover your artistic work, physical
time spent on the job, and materials used. You don't want to over charge and loose
any future work or get into a haggling situation with the employer with the standard
comment of, "Well, I could get my nephew to do it for nothing." You also
don't want to under charge and end up getting paid less than minimum wage.
Within an animation studio your wages are usually standardized either by the studio.
There are usually 3 levels of payment:
Apprentice
Junior
Senior.
These categories are dependant on your work experience, both type of positions you
have experience in and the number of years you've done it for. This is ultimately
shown through the quality of work presented in your portfolio.
There is also that special upper eschelon category for those few artists who are
deemed inexpendable by the studio. These are the ones that get the baseball figure
salaries. These people are one in every 10,000. It is highly unlikely (though not
unattainable) that you will ever be this person. It takes an incredible amount of
talent to be one of these people. Top
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What kind of equipment do you use? |
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I normally draw at a large table that I got at Ikea. It's 2' x 4' and usually I
have a sheet of frosted plexiglass set up on an incline supported by a Luxo Lamp
underneath. This acts as a makeshift light table. I can tape a portable animation
pegbar to it with masking tape. I also have a portable animation table made of particle
board with a 16 1/2" hole cut into it to hold my Chromacolor 12 fld animation
disk.
I have a Panasonic Auto Stop electric pencil sharpener.
Top
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When you draw characters, do you draw all the structural
lines and center lines? |
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Yes, I still draw all these lines. It's become such an ingrained habit that it just
becomes second nature to draw them. Without these lines I'd feel like I'm just guessing
and I'd end up making structural mistakes. Top
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What can I do to get better? |
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As they say, "Practice makes perfect." Draw, draw, draw. Draw every day.
However, don't just draw anything. Pick things that are around your house, objects
that can easily be drawn fully within 1/2 an hour, like a stapler, can opener, video
remote control, etc. Top
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What part of the layout should I start with? |
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You don't worry about the border of the picture at all to start off with. You can
adjust this later after the drawing is roughed out.
The first line is the horizon line to establish your (or the viewers) eye level.
If you draw most of the environment above the horizon line, you are low to the ground
showing an up shot. If you draw most of the environment below the horizon line,
you're up high and it's a down shot.
You need to know the dimensions of the environment as well; is the room 8 feet high?
The relationship of the lines you draw for the floor and ceiling in relation to
the horizon line will determine the viewers point of view. Also, the smaller you
draw this wall on the page will determine how far away from it you are (the depth).
Pretend you're just drawing a box from the inside. Look at the little thumbnails
at the end of the Layout Examples book that show the different perspective setups.
Top
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