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Author   Topic : "Gnomon Workshop! NOW EVEN FATTER!!! 12-13-06"
octavian
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PostPosted: Wed Nov 08, 2006 1:12 pm     Reply with quote
Anyone here going to the Gnomon workshop? I would like to meet some fellow speedpainters. Reply here if your'e interested in saying HI.
I can testify that the gnomon workshops are great, for anyone thinking on attending.


Last edited by octavian on Wed Dec 13, 2006 12:36 pm; edited 2 times in total
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Nag
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PostPosted: Thu Nov 09, 2006 7:38 am     Reply with quote
Its quite likely that Ill be attending.. still checking traveling options etc.
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octavian
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PostPosted: Thu Nov 09, 2006 7:34 pm     Reply with quote
oh are you serious? It would be quite cool to meet you man! Hope you can make it.
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octavian
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PostPosted: Mon Nov 13, 2006 2:39 pm     Reply with quote
hrm, thats sad.... no one is going? I was hoping to meet some of y'all.
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Cicinimo
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PostPosted: Sat Nov 18, 2006 2:26 am     Reply with quote
I'm in!
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Theo-W-P.
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PostPosted: Sat Nov 18, 2006 7:15 pm     Reply with quote
I'm going!
Staying at an Econo Lodge a few blocks away.
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Sampster
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PostPosted: Sat Nov 18, 2006 8:22 pm     Reply with quote
I'm dying from jealousy.

Have fun man.
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Nag
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PostPosted: Mon Nov 20, 2006 6:39 am     Reply with quote
Just confirmed, Ill be seeing you there and hopefully we can grab a beer or 2 =)
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octavian
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PostPosted: Wed Nov 22, 2006 11:21 am     Reply with quote
Oh sick... I had lost hope for a sec there! sweet! We should all get together and Kick it Sijun style... whatever that means... lol Rolling Eyes

Me and a few of my buddies are staying over at the roosevelt hotel. so yeah, as it gets closer, lets find a way to hook up. maybe I'll hold up a sijun sign.. lol

Cicinimo, Theo-w-p, and Naglfar: can't wait to meet you guys. peace.
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Sampster
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PostPosted: Wed Nov 29, 2006 2:58 pm     Reply with quote
Be sure to post of some pictures (or even videos!) from the event as well Very Happy
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Jabo
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PostPosted: Wed Nov 29, 2006 4:40 pm     Reply with quote
Seconding Sampster, I especially like videos of imaginary web people hanging out in a bar, playing with chopsticks or the likes.

Have fun all of you, you can count on my sincere jealousy.
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octavian
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PostPosted: Fri Dec 01, 2006 1:07 am     Reply with quote
seriously, I'd post images and video if I could but I guarantee they won't let us take them.
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Max
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PostPosted: Fri Dec 01, 2006 5:55 am     Reply with quote
candid camera Very Happy
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Ranath
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PostPosted: Fri Dec 01, 2006 7:34 am     Reply with quote
like in pre-screenings of films today.. and then torrents Very Happy
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Cicinimo
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PostPosted: Sun Dec 03, 2006 11:53 pm     Reply with quote
That was awesome! Great meeting you all!
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ecsdesign
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PostPosted: Mon Dec 04, 2006 12:22 am     Reply with quote
Any1 take shots/got a brief report? I was hoping to get back to LA for this but im stuck in the backside of the world.
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Max
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PostPosted: Mon Dec 04, 2006 6:49 am     Reply with quote
Anyone brought some goodies?
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octavian
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PostPosted: Tue Dec 12, 2006 7:33 pm     Reply with quote
Cicinimo, Naglfar, Theo W.P., Desttinatus, Rainart, Vyle, Barontieri, Viag: it was so cool meeting you all.

ecsdesign, Max Kulich: here ya go, my notes from the workshop all typed up and stuff.

These notes do not necessarily come from direct quotes from the instructors, there are inferences in there as well. So please, I'm not trying to nail down anyone's dogma here... If I got it wrong, my bad.

Gnomon Workshop Notes:
--------------------------------------------------------------------------------------------------
Dan Milligan // Storyboard essentials

*final storyboards at the end of notes!

Screen formats:
-1.33.1 = television
-1.85.1 = academy flat
-2.35.1 = anamorphic screen

Positioning of camera; "where is the character or focal point?"

Three shot types:
-wide
-medium
-close-up
-ECV (extreme close-up view)

Two types of movement on screen:
1.direction of characters/action moving in frame.
2.direction camera moving.
- dolly?
- pan?
- locked off?

Camera angles/levels:
-level
-low
-high

Camera level movements:
-tilt up/down
-boom up/down

Keep early storyboard sketches very loose and gestural!

During shots of people or things, like 3 people for instance (fig. 4), think of how you would stagger them for a more interesting composition... instead of just lining them up. For instance, one could be in close-up range of camera, one at medium distance, and the last further away (almost out of shot).

all these ideas are being conceptualized in the early sketch/gestural stage of story boarding. It's ok for these first sketches to look marginally good, the director should have a sophisticated enough eye to see what your getting at to make crits for the final boards.

and of course in the early stage Dan was working with large shapes and gestural lines

Key things that stood out to me about Dan Milligan:
-having fun with his drawings, i.e. staying loose and humorous.
-act it out in your mind, like a child playing imaginary games; loose yourself into your imagination... make sound effects if you have to.
-story boarding is about conveying action, lens, format, mood.

--------------------------------------------------------------------------------------------------
Ron Lemen // Character Consistency

Please see Ron's full reprise of his demo over at:
http://conceptart.org/forums/showthread.php?t=84048

--------------------------------------------------------------------------------------------------
Dave Finch // Comic Book Penciling

2H lead, Staedtler mars 780 mechanical pencil
Stay loose and just draw, don't have to be perfect in initial block in.

erase sketch with kneaded eraser until only a faint image remains.

Draw back over image, focusing on line weights and detail.

Before adding value, make sure to get line weights proper as they can suggest a lot of depth and dimension. The line weight is what makes the drawing come alive.

when adding value, alternate shapes, light against dark.

Steps for rendering:
-describe major forms and shapes
-transitioning from dark to light
-render in flat shadows (sometimes it's best to draw out their contour lines first before filling in the value)
-render in core shadows
-Grads, thicker at bottom of shadow and build out from there
-reinforce the shape of the form with value

Last thoughts:
-lots of practice and for Dave, developing his own style was a process of working hard, looking at other artists, mimicking things he liked in their work and a lot more practice.
-You have to love to draw

--------------------------------------------------------------------------------------------------
Craig Mullins // Digital Techniques

Process by which he starts a painting always changes.

This time he started with a photo and smudged it (smudge tool had a scattering effect on it) leaving only an abstract palette.
The idea is to work from a middle grey value canvas. This way you only have to render maximum of 5 steps up to light, and 5 steps down to dark. Unlike a white canvas where you have to render down 10 steps to absolute dark.

Working abstractly with shapes. Using only two values: a light value of about 3 and a dark value of about 7.

Keep working with only these two values until something emerges. (again, this is not to say that he works this way always as he says he always changes it up (and the idea behind this is that he figures since he can't change his way of thinking too dramatically, he figures no matter how he starts he'll always end up with "Craig Mullins" images))

Be careful not to put in too much contrast, not until last steps.

It is better to remain flatter in the beginning to keep the silhouettes clean. Also, keep to much texturing out of the early stages as it confuses the shapes.

Looking for design and composition first

Tips on techniques:
-you can model something up in 3d, take a screen cap, and run a find edges filter over the 3d model. Set the layer to multiply and you'll have something to paint on that gives structure without too much variation (value?)

-some times bring up a canvas, like 500x800 pixels, marquee off little sections and do very small thumbnail roughs in there until something emerges. Then blow it up and paint.

-allow yourself a certain amount of time for brainstorming and creativity. Do not allow judgement to come during that time. At a particular time, look back at the brainstorm and then make decisions about where to go from there.

-Hierarchal significance for any color: 1. Value 2. Saturation 3. Hue

-Positioning of head mass relative to torso mass is a key relationship in the attitude of an illustration.

-To detail or "figure out" a section of a painting in a lower rez image; make a selection of what to detail, copy and paste in new file. Uprez the file by 1000% and paint all on a new layer. When done reduce file to 10% it's size, copy all the painting on the extra layer, paste back into original image (marquee selection should still be there though!)


--------------------------------------------------------------------------------------------------
Iain McCaig and David Krentz // Character Redesign

-When concepting, Iain thinks very briefly about image and then he brainstorms through drawing on paper.

-No worries when brainstorming, the drawings are supposed to look bad. Just get the ideas out of your head and make judgements later.

-Always draw whatever comes to mind, it's supposed to look stupid. When the idea is there, go research and make the final, GOOD image.

-David Krentz is opposite when concepting, he prefers to do lots of research and thinking before putting pencil to paper. Key is do what works for you.

-Krentz suggests book by Jackham, "how to draw animals"

-Iconic figures, like superman, batman, etc. all come from the very edge of silliness. Sometimes all that is needed to make an icon is to take them all the way to silliness and then pull it back just enough to make it not laughable.

--------------------------------------------------------------------------------------------------
Octavian's Take on the whole Gnomon workshop:

-Craig Mullins is Willie Wonka.

-Stay loose, the early stages should look bad.

-Technique should be subordinate to good working habits (i.e. work in stages and allow the early stages to develop concepts without judgement or concern for formal likeness)

-Give yourself breathing room in the sketch/exploration phase.

-as Iain said, "have fun... if your not having fun, then go do something fun!"

Shitty camera phone pics of D.Milligans final boards:















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Sumaleth
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PostPosted: Tue Dec 12, 2006 7:41 pm     Reply with quote
octavian, cool post.
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Sampster
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PostPosted: Tue Dec 12, 2006 8:47 pm     Reply with quote
Definitely. Thanks many times over for posting these notes...I know they'll be useful to me.
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Floris Didden
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PostPosted: Wed Dec 13, 2006 12:17 am     Reply with quote
Very cool! Thanks for the notes.

Willy Wonka, haha, love the comparison.
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jfb
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PostPosted: Wed Dec 13, 2006 1:26 am     Reply with quote
Great thanks for your post Octavion, very instructive.
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notic
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PostPosted: Wed Dec 13, 2006 2:28 am     Reply with quote
That's really nice of you octavian, thanks a bunch! Very Happy
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daryl
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PostPosted: Wed Dec 13, 2006 4:09 am     Reply with quote
yeah, interesting read. thanks man.
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udal
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PostPosted: Wed Dec 13, 2006 4:18 am     Reply with quote
thanks for sharing, octavian. do you know of anyone/anywhere with shots of craig mullins' painting process from that day? i'd love to see it..
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ecsdesign
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PostPosted: Wed Dec 13, 2006 4:25 am     Reply with quote
Cheers Octavian, looks like i missed out on a great day.
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Jabo
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PostPosted: Wed Dec 13, 2006 5:39 am     Reply with quote
Thanks for sharing your notes octavian.
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Misc
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PostPosted: Wed Dec 13, 2006 6:32 am     Reply with quote
Interesting read, thanks for sharing.
udal, at CA there are a few pictures http://conceptart.org/forums/showthread.php?t=83803&highlight=mullins+gnomon
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Ranath
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PostPosted: Wed Dec 13, 2006 7:49 am     Reply with quote
any images of Iain McCaig's presentation? I heard he redesigned Santa Claus - what did he come up with?
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Tomasis
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PostPosted: Wed Dec 13, 2006 8:01 am     Reply with quote
thank much, octavian!
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