CG Artist Toolkit- Character Design: 'Proportions & Shape PT. 2'
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The second exercise we'd been asked to make 3 different characters under a common group (i.e 'Knights').My first knight isn't a protagonist.
Though he does, undoubtedly show, a few signs of being the traditional 'Protagonist'.
Justin suggested this could have been avoided by greatening the width of the shoulders, and emphasising him as a bulk... or in some way less 'human-like', which is something often reserved for the hero. Possibly because we empathise more with someone we deem alike to ourselves.
Anyhow, this character, I consider, not the sidekick... or the mentor. But rather, either an independent character like Beorn, from Tolkien's 'The Hobbit'... or a side character whose effort are shown in a group separate from the main characters.
If he was to associate with the hero, it may be in some way like 'Bones' from the original Star Trek series, who- if he had to- would get the job done in a practical, down-to-earth manner.
These ideas of character came across in the design. His gear wouldn't be extravagant in any way, but simply functional.
As suggested by Justin, he could have a helmet that could switch up from his face, so he could adjust to the circumstances easily enough.
His cloak is thick or collar fur, to keep him warm, since he'd undoubtedly be sent to the toughest climates, much to his disgust. Incidentally, the clothing would change depending on the circumstances... though he'll only possess enough for the job, and nothing more. Probably something that could possibly be taken across to the other circumstances if need be.
The thick cloak would be the most extravagant, and 'big spending' item in his possession.
To make that point crystal clear, he'll have a sword, and additional leg/arm protectors that are not uncommon to be used by other people in his position. He'll only cash out if, unlike them, he'll be ordered away to a cold wasteland, or a sun baked desert.
Next meet (on the right) the 'Lackey' knight in training, as seen with his average work load.
Originally, as seen by the middle sketch, his stance was more self-assertive, and pompous, which hadn't been what I was looking for. So I had him awkwardly balancing the weight, though not in a sturdy way like Patsy, from Monty Python's 'The Holy Grail'.
His shape is slimmer than the others, (again, the average proportion is reserved for the traditional protagonist archetype), but also quite tall, considering.
You see, if I had a lackey in the group, he'd be doing the armour.
You could argue he hardly looks like a useful helper, and that'll explain the state of the gear, and why he'd be desperate to work for this group, and why they'd pick him up (since no one else knowledgeable would join a war criminal, unless he was from the enemy side)... but in all honestly, the very sceptical nature of the hero... alongside the fact he'd actively set up the group, would mean he'd hardly (in spite of it's historic memory. If he was bitter about it he'd get rid of it. If he was melancholic about it, he'd want to keep it, but for practicality's sake- in proving himself worthy enough to come back- he'd buy what he needed to achieve that.
Or being excluded could mean no one would sell stuff to him, because his group had him exiled, and the enemy knows he had a past with them. So why not ask the others to buy it for him? Well, you'd hardly find a Marks and Sparks shop selling size M-L in the 'Knight' range.
I'm overthinking it, but at the same time you have to consider these contradiction to a degree.
And it's these ideas, (using the armour for insight: does it fit? What's the state it's in?), that shapes a character.
Such a thing as an 'Original Character'?
That's why designing a character from yourself, and yourself only is quite tricky. Is often hard not to fall into the conventional pit. Yet it's obvious to some degree you need it to make people associate.
However, I don't feel in nowaday storytelling and media, character's are all in the same traditional format as they once was.
And even beyond the stage we are currently, where designers still technically work directly from these expectations (from existing stories as opposed to real-life), by working against them- as seen in
'Undertale' (conventions of video gaming), 'The Naked Gun 2 1/2', 'Shaun of the Dead' etc.*,
that works directly with these opposites and expectations.
The question is, where do we look to find new ideas? And should we?
Is this something that is hardwired into our minds, and therefore never, and should never (in terms of what's needed, really) be revised to something new, because we simply will always like stories a particular way?
Or is it the very act we're revising it, that keeps us on our tones, and/or excited when we go the full circle and return back to what we truly enjoy?
I'm thinking perhaps I'll try looking at more referencing in real life for a start... from there who knows.
*However, it's hard to compare it to a film with a live action cast... because as stated by Justin, costume and prop design are not the same.
However, I feel the choice of actor is a kind of attempt to capture the personality as closely as possible. Only with actors, they bring in their own kind of self, that makes the character what it is. The more unexpected, the more fun it is for the story.
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