I attended a character design workshop with Dan Haskett at SVA this past week.
First we were asked to design a character that we connected to emotionally, or at least appealed to us in some way. I didn't manage to come up with anything that I really loved, but over time I developed a "loser knight" character that sort of encapsulates what I draw.
We were asked to draw Mickey Mouse, and everyone failed miserably. I think my redesign is way cooler than the Disney version.
Other than that, I just doodled a lot while Dan regaled us with stories of the animation industry, past and present.
I really liked drawing this skull spaceman/deep sea diver.
It's too soon to tell how much or how little I learned from this workshop. It occurred to me that when I'm designing characters, I don't consider how well they work for animation. Basically Dan said round, simple characters work best for fluid animation, but I think ideas like that can be limiting. It would be terrible if everything looked like a Disney film just because that's what moved best. Animation is an art like anything else - the more diverse the better. Even if I didn't agree with everything Dan said, he had a lot of great insight from years of experience, and though the change is subtle, I'm definitely thinking about my drawings differently.
The End.
7 comments:
Your Mickey Mouse totally wins
I totally agree that drawings don't need to be round and simple to work. I think the idea is to have form and shape, and your drawings definitely work in 3 dimensional space. The skull-faced kid in 007 and 009 would move especially well.
And that mickey would totally kick the wimpy disney mickey's ass.
oh, and i hate you. you draw my monster way cuter.
good read
Mickey Mouse is very fucking hard to draw.
And nice to see so much new stuff since the last time I was here.
Obviously Dan Haskett's class was wasted on you.Pearls before swine.
Criticism is fine, but don't be a coward, "Anonymous".
Post a Comment