ralph the elf art of

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    Contents

    PreproductionPages 3 - 32

    Production

    Pages 33 - 48

    Post ProductionPages 49 - 57

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    Pre - ProductionThe process of taking early initial ideas and turning them into visual concep

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    Santa has been missing from his workshop for the past few days on the lead up

    Christmas season. The elves have been working away in his absence to try and m

    Christmas possible but Dylon, an elf who hates a Merry Christmas has hatched

    to trap his colleges and mass produce new experiments of evil toys brought to lif

    weapons. Ralph was late to work when Dylon assumed control and discovers tha

    atmosphere has changed. The machines and toys warped into sinister forms and th

    elves are missing. It is up to Ralph to restore the factory and elves as well as Sant

    save Christmas in time.

    Synopsis

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    Ralph BioName: Ralph

    Age: 6

    Height: 60.96 cm (2 foot)

    Gender: Male

    Bio: Ralph is a young elf in training, and he works hard to learn the trade of makin

    traditional toys and understanding what Christmas entails. He carries a candy can

    is the source of his magic. He also has a set of wooden tools to create the toys alonfactory line which is then assessed by the head elf before the final decision from S

    Ralph is sometimes a little careless and makes a few mistakes that costs the partic

    line to remake a set of toys again but Ralph lets his determination drive him to ke

    improving his skills and abilities to hopefully become more respected and work on

    bigger and more complicated projects.

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    Dylon Bio

    Name: Dylon

    Age: 8

    Height: 75cm (2.5 feet)

    Gender: male

    Bio: Dylon is also a young elf in training but hates the traditional sense of Christmas a

    represents. Dylon is also Ralphs main rival as he despises Ralphs merry attitude to th

    season and trying to be a good elf so uses any opportunity to sabotage his work. Dylo

    participate in any of the traditional roles that is expected of an elf and instead works o

    deadly experiments. Eventually he creates a whole army of toys with his power tools t

    Santas traditional view and they help Dylon take over the factory and create his own

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    Influence Maps

    I looked at many references for a style to visualise my game concept and what sort of characte

    feature. I decided Elves would be a good option because there was a lot of potential to create t

    different variations that were clearly the hero and the villain.

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    Other references include colour schemes, shapes and toys. The toys took more time to think ab

    originally characters in their own right but later became props for Dylon to use in the game as h

    playable character.

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    I looked at further props to look into the idea of how Ralph is traditional with his candy cane

    but Dylon had to be something to contrast this so I looked at Industrial uniform, metal and pow

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    Ralph Silhouettes

    Ralph had friendly circular shapes to express his positive personality, the left hand side were a se

    that I later developed by mixing ideas together and narrowing down the best selection to move fo

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    Dylon Silhouettes

    Dylons shapes took longer to decide on as I wasnt sure if he was going to be plump and bully

    classic thin and spiky look, this was before I knew his character fully but he become much mor

    experimented with silhouettes further.

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    Ralph and Dylon Dividing Shapes up

    I picked three Silhouettes for each character and drew some white lines to indicate where the p

    and to start thinking about finer details such as bells and buttons. This was a useful guide to bre

    black silhouette and start thinking about pulling a character from it.

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    Feature Designs

    These are some alternative feature structures that I would later apply to the faces and decide on

    but I later decided that this didnt work because I had to define the head shape to work out what

    work.

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    Ralph and Dylon Grey Scale Part One

    Grey tones were then applied to fill the spaces and work out further details and then continued w

    mark out how shapes could shapes and where further details might work.

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    Pose Gesture Studies

    These were a series of studies to understand the action of a happy and negative action pose, I loo

    images and drew quick body line studies.

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    Ralph and Dylon Grey Scale Part Two

    The gestural drawings and more guide lines to work further to develop the characters as a whole

    case of Dylon, transforming into an industrial and HighTec elf as his new purpose in the game

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    Ralph and Dylon Grey Scale Part Three

    Once the grey layers were developed and ready for the next stage, I put them together on a se

    visualise how they contrast and to show how they are beginning to look more like the charac

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    The colours were selected from research and what represented Christmas or winter, it was then a

    the bright and warm colours for Ralph and the cold icy colours for Dylon.

    Colour Palettes

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    Ralph and Dylon Colour Part One

    I experimented with some colours in the palette and then decided to look at the shapes again and

    more clearly and strengthen the body and head for each character. The outlines were then used a

    better grey toned characters.

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    Ralph and Dylon Colour Part Two

    These were experimentations of using the colour palette and work out what combinations define th

    making a sensible decision about what would work with both characters to keep the contrast betw

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    Ralph Final Concept

    There were some final alterations and further details to finish the character. I also thought back

    and applied graphical decisions such as inside the ears and strips on the clothes.

    D F C

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    Dylon Final Concept

    Dylon had similar alterations in terms of graphics and adding further detail. Dylon became a very

    character in his own right so was decided that he also would be a playable character to look at Ra

    Christmas and Dylons side to wreck it.

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    Toy Silhouettes

    The process of the toys began with deciding on what function they have and how they would mo

    were decided, a toy that could move on wheels and a toy that is constructed from wooden blocks

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    Toys Dividing Shapes Up

    The same process was used as the characters, to divide up the silhouettes and decide more clearly

    would look like, the purpose of them as Dylons creations became clearer by deciding on weapon

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    Toys Grey Scale Part One

    Grey tones were applied to the six designs to try and decide what was possible, further details w

    the overall look and make sure it keeps to the same style and fits within the context of the game

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    Toys Grey Scale Part Two

    One idea was selected and then drawn over as with the characters to clean up the shapes and make

    design to fit alongside Dylon.

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    Toy Colour Tests

    The colours from the toy colour palette were used to create variations of what might work togeth

    was a range of bright colours and the wooden block toy was a selection of dull browns to represe

    T P F l C

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    Toy Props Final Concept

    The final details were added to enhance the design and to understand materials they are made fro

    originally going to be characters but as the idea developed it was decided that they would work b

    Dylon to use when the player selecting him for the journey in the game.

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    Ralph and Dylon Block Modelling

    These were early block models that were made before the final concept but they didnt help to

    characters and what they would look like in 3D so made a decision to scrap these trials.

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    Turnaround Sheets

    These turnarounds were much more useful to analyse the character in different views and more

    to model them. This took a few tries to get accurate but it was worth getting this stage right to m

    accurate model.

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    Expression Sheets

    I thought about which expressions would suit each character to make their descriptions and per

    face expressions, this also made me think about body language such as how the head and body

    where the arms would be. This would prove useful for posing and the walk cycles in terms of a

    placement.

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    Toy Turnarounds

    I made a turnaround for the toys to guide the modelling process and to know where certain detai

    placed on the models. I didnt need one for the candy cane because I knew I would use a cylinde

    deformer so was more simpler to imagine that as a 3D object.

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    ProductionTurning the 2D ideas into 3D Characters and Props for the game

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    Modelling Ralph

    M d lli D l

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    Modelling Dylon

    M ll P

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    Modelling Props

    R l h UV M d T t

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    Ralph UV Map and Texture

    D UV M T

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    Dylon UV Map and Texture

    P UV M d T

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    Props UV Map and Texture

    R l h C l M

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    Ralph Colour Map

    R l h AO M

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    Ralph AO Map

    R l h N l M

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    Ralph Normal Map

    D l C l M

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    Dylon Colour Map

    D l AO M

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    Dylon AO Map

    D l N l M

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    Dylon Normal Map

    Props Colour Map

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    Props Colour Map

    Props AO Map

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    Props AO Map

    P N l M

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    Props Normal Map

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    Post - ProductionAdding refinement to lighting and rendering, also marketing the game conceappeal to the target audience

    Final Render Stills One

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    Final Render Stills One

    These were the first set of renders for the character turnarounds and walk cycles, These worked

    decided to stylise their lighting and improve these further.

    Ralph Lighting tests

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    R p g g

    Ralphs stylised light become like a warm glow to much his positive, beaming personality so I p

    light colouring positioning and even the type of light

    Dylon Lighting Tests

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    Dylon Lighting Tests

    Dylons stylised lighting was theatrical horror to contrast with Ralphs lighting and to clearly ind

    is the villain. As with Ralph I played with colouring, type and placement.

    Final Render Stills Two

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    Final R n r Stills Tw

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    Marketing

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    M g

    I Produced different versions of the poster until I got the composition and the right images that c

    concept because it gives a clear message of what the game is about. This took me several attemp

    created something I felt could appeal to the target market.

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    Adam Webb

    thevistor.blogspot.co.uk

    This Art Of looks at the process of a Character Design Pipeline from early initi

    ideas and concept art to the final stages of fully resolved 3D characters and

    branding.