paul windle creative art studio- placement log
DESCRIPTION
A log of my placement at Paul Windle's Creative Art StudioTRANSCRIPT
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“Welcome to the team Asis. I’ve got a few challenges lined up for you. Enjoy it and learn as much as you can. Good Luck.”
John DyerDirector/Senior Artist/The Boss
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Established in 1989, Paul Windle Creative Art Studio is home to a very special multidisciplinary team of illustrators and designers. It is the studio of choice for the likes of Walt Disney Company, Warner Brothers and Lego amongst others.
Introduction
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Illustration Concept art Product visuals
Specialist Areas
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Packaging illustration Character creators Brand identity
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Work Examples A selection of work from the Paul Windle team
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Challenge OneDesign a set of new chips for Felt’s newonline BlackJack Game.
2D flat illustration renders of the final chips design...
B
LACKJACKB
LACKJACK
20B
LACKJACKB
LACKJACK
5
B
LACKJACKB
LACKJACK
10
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Challenge TwoDisney approached us to create 2D illustrations of the character’s in their new show ‘Henry Hugglemonster’
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1. Cobby
The illustration Process...
1. Disney CGI render 2. Use render as a template 3. Blank linework 4. Illustrator coloured
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2. Summer
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Challenge ThreeDo a character design of myself
Pre placement attempt... New attempt...
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1. The FaceInitial attempts
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1. Plot basic shapes 2. Rough sketch 3. Clean up
Lesson OneBuild the face
Listen mate, your doingit wrong let me teachyou something...
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Bad proportion Boring stance Incorrect Details
2. The BodyInitial attempts
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Body Examples...
Good websites...
http://bluechevrons.blogspot.co.ukhttp://cheeks-74.deviantart.com
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Lesson TwoBuilding the body
1. Look at existing poses for the body 2. Sketch the body using reference 3. Build up using shapes
Remember to always, build bodies using 3D shapes.
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Preparing for Colour
1. Neat Sketch 2. Ink for sharp lines 4. Clean live traced lines ready for paint
3. Scan in and live trace using illustrator
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Wrong pattern
Unmatching colour tones
Wrong colours (too dull)
Too dark
Adding Colour1st attempt
Restricted shading
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Adding Colour2nd attempt
1. Add block colours 2. Add shades (don’t be guided by the lineart)
3. Mask in the material swatches
4. Stuble- add grey mask and fade out
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Challenge FourDesign a cowboy with a scene and a logo
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Initial IdeasQuick idea generation (favorites highlighted)
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DevelopmentTaking initial concepts further
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Lesson ThreeBuilding faces in 3/4 view
1. Sketch basic 3D shapes 2. Add in the detail
Next step mate, letsmake those faces look 3D.
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Face DevelopmentConverting the face from face view to 3/4 view
Initial sketch Defining features Rough sketch Neat Sketch
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Body Development
Unreferenced body posture So... Plan basic posture in poportion
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Lesson FourMaking it look like a cartoon
Do make features big and bulky, let lines breathe
Don’t make features too fussy and over detailed
Your over analysing,just keep it simple and don’t over complicate!
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Final Linework
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Adding ColourThe stages when adding colour
1.Greyscale lines. Then...channels-load channel selection-Inverse-Fill.
2. Add colour base (aids painting)
3. Add block colours 4. build up shades
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Logo DesignInitial idea generation
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DevelopmentDigital development of initial ideas
Too flat Too boring
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Final LogoGenerated in Soiidworks & rendered in Keyshot4
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Scene DevelopmentInitial scene drawing
I think you could do with a little lesson inperspectives...
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Ok listen up, here are a few tips...
Lesson FiveA quick overview on perspectives
...High-eye level
...Low-eye level
...Mid-eye level
Remember there are 4 vanishing points...
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Scene Inspiration
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Challenge FiveDo a character design for a boxer
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Boxer Inspiration
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Initial IdeasQuick idea generation (favorites highlighted)
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Face DevelopmentGoing from flat faceview to 3/4 view
Initial sketch Defining features 3/4 sketch
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Body Development
Reference Initial sketch 1st Development 2nd Development
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Lesson SixPay attention to how clothes sit on the body i.e. creases & folds etc.
Pay attention to thesmallest details. Trust meit will make your workstand out!
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Final Boxer
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Challenge SixDisney approached us to do a series of product visuals for their new Animal Friends toy range
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Product One: Nemo TeethyThis is the rough sketch of the product sent from Disney. Our job was to turn it into a nice visual
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Neat-sketchingMy first few attempts at redrawing the product
Your over analysingagain, just don’t thinkabout it too much...
Attempt 1 Attempt 2
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Final Attempt
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Product Two: Dalmation Click-Clack
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Initial Attempts
Attempt 1 Attempt 2
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Lesson SevenA few tips when doing product sketches
I think you could dowith a few more tips
Remember to bulidfoundation 3D shapes first
Consider, what sits behind
Add shadows
Keep features soft,It is a child toy
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Product Three: Dalmation Chasing Ball
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Initial Attempts
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Dalmation Development
Attempt 1 Attempt 1Attempt 2 Attempt 2Attempt 3
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Final Sketch
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Product Four: Thumper High Chair Toy
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Initial Sketch
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Final Sketch
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Final Render
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On Reflection...
To conclude I have learnt a lot working at Paul Windle’s studio. I was basically going to work everyday and learning how to draw! I was taught some great tips along the way and worked with some great people. I learnt things as basic as how to begin a sketch right through to methods on how to color and present sketches. Away from the skill side of the job I also had a real eye opening experience into what I should expect if I was to pursue a career in illustration/animation. Traveling to work wasn’t too much of an effort as the studio was literally round the corner from my flat in Newcastle! I enjoyed getting know the people in the studio, a cracking bunch of laid back Geordie lads who were always up for having a laugh in the office but could still meet very tight deadlines. Not to mention the lovely secretary Kathy who would always be there in the background making sure everything Is ticking over and was also in charge of the financial side of the business. Sadly she retired shortly before I Ieft. I was taken for few casual drinks and meals throughout my time here. It was nice to get to know the designers outside of the studio and become part of the family. I was always made to feel welcome.I was set several projects during my time here. I sat next to the head designer John and he gave me tutoring along the way.
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I was given some very open briefs i.e character creations such as ‘design a cowboy’ and also briefs with very strict constraints i.e. product visuals for Disney, where only the final visual was required. On reflection I required a lot of guidance along the way in the sense I wasn’t the best sketcher, so it was great that I got to sit next to John he pushed me a lot and taught me a fair few tricks along the way, particularly drawing methods. I was slow at the start so John set me very tight deadlines to improve my time management skills. After seeing the level of skill offered by the studio this placement has inspired me to keep on pushing and developing my skills. It has made me realise the amount of fun and freedom you can have in illustration and character design. It has been a great experience and I have had lots of fun. Concerning my future career ideas, personally I would like to gain experience in as many areas as possible before making a decision on where I would like to specialise. However the skills I have learnt here especially the drawing and rendering methods are all transfer-able and I will be able to use them within any design career. I was sent on my way with a brand new Pental mechanical pencil as a farewell gift (Thanks guys) and told to keep practicing!
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“Well Good bye, I hope you’ve had a cracker and learnt a few things along the way. Good luck and Keep in touch.”
John DyerDirector/Senior Artist/The Boss
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The end...
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Richmond House, Old Brewery Court, Sandyford Road,Jesmond, Newcastle Upon Tyne, NE2 1XG
Tel: +44 (0) 191 231 4400www.paulwindledesign.co.uk