Tuesday, November 13, 2012

TESV:Skyrim - Sexy Ladies Pt. 2

This assignment was a simple costume design.  Not a whole lot of description is given or necessary for these ancillary designs. They are mostly background texture and side quest messengers. That said I really enjoy working on these because I get to be creative in coming up with my own little internal back stories to give the designs more context while drawing.

I usually start out with a B/W value sketch to work out values and get the idea across to the AD. Once a design is decided on I'm asked to either move on to a color pass or the next assignment depending on how much time we have or if enough is being communicated.

I like concept art that reveals the personality of the character. As in life, the personality of the character can inform the costume. I try to animate costume designs with the life force of the character wearing it. My hope is that it inspires more than just the character modeler but also gets designers and animators juiced with ideas as well.

I thought of  her as a head strong, no-nonsense, and beautiful bartender. Perhaps even owning the place. Kind of the Amazonian version of Marianne from Raiders of the Lost Ark. Probably sleeps on a little cot or pile of furs in a back room by the hearth. Wins every drinking contest and isn't above bouncing some of the deadbeats and brawlers if necessary. 

Thanks for stopping by. More to come...

All Images Copyright Bethesda Softworks LLC, All Rights Reserved 2011


James Martin said...

Hey Ray,
Thanks for posting this stuff. I appreciate being able to see this work and I love seeing sketches.

I have a question though: I'm curious why you're using a perspective grid. Is that just a default thing you do?

Ray Lederer said...

Hi James. I'm in the habit of either creating or using old perspective grids for just about everything I draw. This one was a persp grid I'd used for dozens of other drawings. It is relatively correct, meaning each square represents an equilateral unit that one can use to draw the same object receding into the distance anywhere on this grid accurately. It would be correctly proportional to any other object in the scene. Carl Dobsky has an excellent video series explaining how to draw correct perspective grids you can purchase from Massive Black's site. It's a slog and time consuming but if you're working on large scale drawings and paintings with lots of drafting it can be an invaluable tool. For the most part I'll use the small library of grids I've made or just eyeball a grid using guide lines in PS as my horizon and vanishing points. I found that for characters it's a nice way to keep them feeling solid and occupying real world space.

James Martin said...

Nice. I've known how to build a grid of squares using the picture plane, but I never thought about using it in a practical way like what you're talking about. Thanks for sharing.

mellwhatever said...

That is one of the clothes that I most like :D