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paint richard paint Sketching Out 'Psycho': Production Storyboards From 15 Beloved Films The blueprints of some visionary directors' most iconic scenes New biopic subject Alfred Hitchcock was one of the first studio directors to rely heavily on storyboards in production of his films. He would map out his distinctive set pieces using drawings that show exactly what will be in the frame and any movements the camera might make, and would then create them on set, often shot for shot. With storyboards on my mind lately thanks to their use in both the opening sequence and the climax of Argo, I decided to put together a gallery of some storyboards from iconic movies. Gone With the Wind (1939) Director: Victor Fleming Storyboard Artist: William Cameron Menzies Psycho (1960) Director: Alfred Hitchcock Storyboard Artist: Saul Bass Spartacus (1960) Director: Stanley Kubrick Storyboard Artist: Saul Bass Thunderball (1965) Director: Terence Young Storyboard Artist: Unknown The Sound of Music (1965) Director: Robert Wise Storyboard Artist: Maurice Zuberano
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Deja View: 11/09/13 Storyman Bill Peet drew these sketches of The Colonel, an Old English sheepdog, from the 1961 movie 101 Dalmatians. Most of the animation for this character was done by John Lounsbery, who must have been relieved to have gotten this assignment. After animating mostly serious and dramatic scenes for the previous film epic Sleeping Beauty, he again was given the opportunity to handle comic animation. When you look at Lounsbery's career, it's his eccentric characters who are the most memorable. The alligators in Dance of the Hours, some of the Mice in Cinderella, the crocodile in Peter Pan and Tony & Joe in Lady and the Tramp are just a few highlights. Below are a few of his oversized thumbnail drawings for the scene when the Colonel, after realizing that Pongo and Perdita are close by, tries to meet them half way. Over the years John didn't get to develop his "own" characters very often in the way Frank & Ollie or Milt did. So much life in these drawings.
Hints and Hacks For Doing Conceptual Art in the Video Game Industry Hints and Hacks For Doing Conceptual Art in the Video Game Industry Updated 11/09/09 Disclaimer I should preface this by saying that, despite the gratuitous mugshots on this website, I don't consider myself anyone special. Loads of people out there make a living doing what I do, and many of them do it better. But it's been a little over twelve years since I started, so I feel at least somewhat justified in taking inventory of the philosophies and techniques I've gleaned thus far. ~Paul Richards Concept Art Vs. "Concept art" takes a nebulous idea, for which there could be infinite looks, and narrows the choices, placing one aesthetically "in the ballpark." Even when you've arrived at a strong piece of concept art, some further fleshing may be required. Remember : if you didn't put it in the concept, you can't complain if it doesn't make it into the final product, so be descriptive and don't assume anything! My weapons of choice... Additional sustenance (optional, but they help)... Steps
Videos tutorias e dicas de Aaron Blaise É realmente sensacional como nos dias atuais a informação e o conhecimento podem ser livremente compartilhados. É o que o artista Aaron Blaise está fazendo com a ótima série de videos tutoriais e de dicas de desenho, pintura e animação. Aaron Blaise se formou em ilustração no Ringling College of Art. Trabalhou por 21 anos nos estúdios Disney, onde atuou como animador e supervisor de animação em produções como “The Rescuers Down Under”, “Beauty and the Beast”, “Aladdin”, “The Lion King”, “Pocahontas” e “Mulan”. Em 2003 foi co-director do filme “Brother Bear”, indicado ao Oscar na categoria melhor filme de animação. Com o site CreatureArtTeacher.com Blaise está se propondo a transmitir um pouco do que aprendeu nesses mais de 20 anos. Ah, os videos são todos em inglês. (More Time Lapse Drawing…Animation Expressions) (Aaron’s Art tips 12 – The Secret to Creating Clear Expressions) (Aaron’s Art Tips 5 – Finding the Gesture and Line of Action)
Sculpting a Maquette with Tony Cipriano: Part One I met Tony Cipriano in 1991 when we worked together on "Beauty and the Beast" at Walt Disney Feature Animation's studio in Florida. Tony had a most unusual path to WDFAF, which you can learn about in the videos below. Since then he's also earned credits on Disney's "Aladdin" , "Pocahontas" "The Hunchback of Notre Dame", Tarzan", Mulan", and "Brother Bear".Since 1997, Tony has been a freelance sculptor for the animation industry as well as for many toy, action figure and collectible figurine companies, including McFarlane Toys, Dark Horse Comics, Funko, Enesco, Mezco Toys, Sideshow Collectibles, Bowen Designs, DC Comics, Walt Disney Classics Collection, Toy Biz, Dreamworks Animation, Comedy Central, Hasbro, Cartoon Network, Warner Brothers Studio Stores, Scholastic, Matell, and Madison Square Garden. Tony's studio is in Long Island, N.Y., where he lives with his wife, three children, and three dogs. Sculpting Alfred E. This is the Chavant clay. My favorite tools. Part Two:
Inspiration and Reference sites It is easy to forget that as a concept artist, you have to constantly be thinking creatively and pushing new ideas to create something new and original. And like most concept artists, we like to think that all of our ideas are unique and different than what’s being pushed to the mass market. But it’s okay to use something you saw in a movie, at a clothes store, or something that another artist has made and then use that in your own piece. Now I’m not saying that you should directly take another’s work as your own. I am saying that you should take a look at what’s out there. Plus you will are bound to find something that inspires and intrigues you. So here is a list of some of the many resource sites out there: Like many artists starting out, my first online art resource I stumbled on was deviantArt.com. Speaking of videogames, here is a site dedicated to videogame art.
The Cinematography of "The Incredibles" Part 3 See Part 1 here, and Part 2 here.Continuing with my case study of the shot compositions from Pixar's film "The Incredibles". All images used here are ©Disney/Pixar (unless otherwise stated). Cinematography is the art of composing the scenes of the film so they can visually tell the story in a functional and creative way. The purpose of composition is to direct the viewer's eye to the central point or "story" in your scene. Regardless of the particular subject, composition of the frame is important. Over and over again, the Rule of Thirds, Perspective/Depth, Intersecting Lines, Negative Space, Leading Lines/Diagonal Lines, Triangular Composition, and Character Line of Action are all displayed through out the second half of the film - in ways that show visual balance, and the relationship / connection between objects and characters within the frame, while helping to emphasize the development of the characters, along with their performance and the progress of the story. Attraction Tricks