Ideation Process: Part 2
Now, up to this point, we’ve been thinking of the sketches as a personal tool, that is, an external representation of a myriad of internal ideas in an attempt to organise free flowing thoughts into a structured pattern for our own personal use.
We have part of the design in our minds and this can often cause us to stop short of creating sketches that mean anything to anyone but ourselves.
This situation would be fine if the work we are doing is only for ourselves, however, most often the art we doing isn’t just for fun, it’s because someone is paying us to deliver.
These people need to understand what we are thinking at every step of the process to reduce the likelihood of going in the wrong direction down the line — it saves them time (and money) and it saves you the frustration of having to do major rework.
So this is a very important consideration to keep in mind (important enough that I am reiterating it) — as commercial artists, we NEVER operate in a vacuum, our work is generally part of a greater whole, in editorial enhancing the writing or as concept art which precedes the asset building phase of game or film development.
In short, we need to share our ideas effectively with other people, and most often with people who are not artists.
Cleaning Up
In the above example, I chose to clean up this design because I felt the character had a certain amount of potential for experimentation – it was also the least developed and would demonstrate the process between a rather abstract image built of large shapes and how you would begin to add in the design elements gradually.
In this case, I also increased the resolution to 1221px by 657px so that I would be comfortable while adding the details. I’d also like to mention that in most of the concept art positions I have worked, the bulk of this kind of work is done as a rough guide for the 3D artists who tend to work with dual monitor set ups, so print versions were not really required. If however, you need to generally print off your work, stick to working on at least A4, this will allow you sufficient detail to print off on A4 sheets.
Silhouettes
Like everything else in art, ideation is a fluid process that does not always take the same route. Indeed I would even go as far as to encourage you to constantly venture upon the path less travelled in order to derive new processes, new styles and new ways of thinking.
Creating silhouettes are simply another form of visual shorthand, a tool that can be used as a fore-runner to a fully fledged design besides line and tonal sketches.
As you can see from the above example, creating a silhouette is designing the character from the outside in, you are determining the features that directly influence the extents of the character and blanks the rest leaving your imagination to fill in the details.
In the example, you can again see the use of duplicates, allowing me to fill a page of silhouettes very quickly by the copy-paste method. This will free up your time to work on making sure that each silhouette receives your attention regarding their individuality and unique qualities.
Adhering to the principles of creating silhouettes is important for a number of reasons:
- Removes the temptation of spending too long on the minutia: not being able to putter away endlessly on infinitely small details expedites the process and forces you to think of the big picture.
- Enhances the amount of thought given to an object’s recognisability from a distance: so a character is easily recognised from far away.
- It lets you concentrate on one aspect of design at a time: you don’t need to worry about anything else other than the overall shape of the silhouette, the emotional response from the viewer and whether that response is the desired effect based on the design requirements.
Of course, once the external shape of the character is agreed upon, it’s time to fill in the internal details, this involves the reconciliation of external shapes, with associated internal objects which also serve a functional purpose for the character in question.
Below is a video I recorded of myself doing some silhouettes.
There’s no real ‘right’ way to go about this, but a good rule I try to keep is to concentrate on the larger shapes before going into the minute details, it’s a very fluid natural progression when you think about it.
So here is an example of how a character’s silhouette is taken from an abstract silhouette to a cleaned up concept sketch, showing form and some design.
I chose this particular pose because I liked it’s dynamic nature, I felt it had a lot of possibilities to explore and so I increased the resolution and began by working in the large shapes roughly using the same basic brush that I began with.
When I was happy with the overall shapes, I began using a soft edged air brush in order to give the shapes form and roundness and envisioned the light source from a frontal raised position. Picking out your light source will answer many questions regarding form so always keep this in mind early on in the rendering process.
Below is another video I used to show how to define form after the silhouettes are created:
Variations
The advent of digital art making has many boons; the ability to revert to a prior state; the efficiency of automation; the ability to paint full colour pictures without waiting for paint to dry nor having to inhale fumes from solvents.
In the field of concept art, a very time efficient advantage is the ability to non-destructively create numerous versions based on the same idea, as I have eluded to in the earlier parts of this article.
You can see from above that the base image is the same, however, because I have duplicated the image twice, I negate the requirement to think of new poses and the proportions of the figure have already been taken into account with the first character on the left. This means for the two characters on the right of the original, there is less to think about, and more effort can be put into things such as the accoutrements of each.
As you could imagine, the advantages are huge and very economical if you want to create a large number of variations based on a single silhouette or body type. All that is required is the duplication of the image layer you want to work with and simply painting over the top of it.
Mentality
I’ve always been one to insist that what goes on in the head of the art maker is equally, if not more important than what happens at the business end of a pencil.
While I’ve alluded in various places during the tutorial what I am thinking, here, are some of my thoughts on what you should try to keep in mind while you are exploring your ideas on paper:
- You are creating many tiny inconsequential pieces of art, the more you create, the higher the likelihood that you will have within those drawings the elements of the final design.
- You are unbiased towards any one design because murphy’s law will almost always guarantee that the design that least excites you will be chosen by the art director.
- Every single sketch, thumbnail, silhouette or scribble is valuable, don’t erase them.
- Any idea is a good idea, within each sketch holds a key that could open another door which may eventually lead to the final design.
So here you are at the end of my write up, I’m sure you’re itching to get to some thumbnails underway if you haven’t already.
I hope you’ve enjoyed my tutorial and hopefully picked up one or two pointers. If you have any questions or comments please feel free to reply in the comments section below.
Keep artin’
Daz










3 Comments
Paul
July 13, 2010Thanks for the informative posts
Chris (Hive_minD)
July 13, 2010It is always a pleasure reading your blog, dont you ever stop !
Darren Yeow
August 14, 2010No problems guys, and if it helped you out, feel free to share the love with other people =)
Sharing is caring yeah?
Daz