Wednesday, December 4, 2019

Digital Reflection 12 - continuing character idea generation

I continued the project by producing 3 sets of detailed sketches based on my silhouettes. I chose three that I thought best represented a town lady in the Wild West - well dressed and fashionable, with accessories to enhance her appearance, and a look of quite high social standing. I also wanted her to have a mobster aesthetic to emphasise the idea of her being a gang leader who owns a saloon business. Therefore I went with the second row as it suited this criteria best, e.g. the pressed trousers and suspenders, combined with an open skirt and a blouse.

Detailed development sketches



I went back and adjusted the silhouettes, making them taller and thinner to match her body type better and to show how stylised my character would look.

Old vs New silhouette shapes



Next I produced a page of detail tightening. I combined elements of two sketches from the second row, and played around with these details until I came up with an idea I liked. I wanted to ensure that I was using the correct shape language that we had discussed as a group - angular and pointed, and so I looked at shapes I could use for the clothing such as diamond buttons, pointed shoes and sharp edged hats. I used my moodboard to develop these ideas, looking at wild west fashion and patterns like pinstripes and frilled edges on skirts.

Detail refinement



I took the refined sketch and experimented with values. I wanted her to have an overall dark and unsaturated aesthetic with bright highlights, and so I experimented with different levels of brightness before choosing my final values. I feel that it matches her character as a no-nonsense elven boss.




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