Showing posts with label # Narrative#artist#research. Show all posts
Showing posts with label # Narrative#artist#research. Show all posts

Thursday, 8 May 2014

pacific rim








movie plot 
When monstrous creatures, known as Kaiju, started rising from the sea, a war began that would take millions of lives and consume humanity's resources for years on end. To combat the giant Kaiju, a special type of weapon was devised: massive robots, called Jaegers, which are controlled simultaneously by two pilots whose minds are locked in a neural bridge. But even the Jaegers are proving nearly defenseless in the face of the relentless Kaiju. On the verge of defeat, the forces defending mankind have no choice but to turn to two unlikely heroes - a washed up former pilot (Charlie Hunnam) and an untested trainee (Rinko Kikuchi) - who are teamed to drive a legendary but seemingly obsolete Jaeger from the past. Together, they stand as mankind's last hope against the mounting apocalypse.


i looked in to pricific rim because in a way  it is the same  thing as what i am trying to do with the iron giant story. so i stated looking it to the robot that are called  jaeger and i try to bring my drawings into the mix.

Kaiju are colossal in size, averaging hundreds of feet in height and thousands of tons in weight. Two brains control the Kaiju's motor and cognitive functions. Bipedal Kaiju tend to possess multiple arms (usually two main arms and a smaller pair), the case ulna and humerus are visible and a bit spread, making it look like there were two forearms.
Their bodies allow them to adapt and dominate on land and water once they enter Earth through the breach.[ Kaiju are able to breathe and survive in multiple types of environments, which include land, underground in extreme heat and high pressure, underwater and environments with no air, such as space. As biological weapons, their anatomy is designed to be useful on a tactical level.
Kaiju are also symbiotic, as they possess large parasitic organisms that are attached to their bodies.
Kaiju tissue is cloned from a single strand of DNA by the Precursors, who "build" Kaiju by fusing the sinew of body parts from other Kaiju creations together.[ All Kaiju share the same genotype, but have widely varying phenotypes. This results in anatomical similarities with another type of Kaiju as result of cloning. Once created, Kaiju are pitted against each other. This process initally singled out those most ruthless in the forms of melee combat to be chosen. The surviving creations are then used as biological weapons in order to rid a chosen planet of its lifeforms so that they can colonize it. Despite their nature as clones, each individual Kaiju is a unique specimen distinct from the rest of its brethren, resulting in a highly varied forms and characteristics.






the jabberwockly


the jabberwocky dragon research  


Tenniel's illustration, the Jabberwock is a large winged chimera with the body of a dragon, a whiskered, fish-like head, insectile antennae and a pair of talon-like hands on both its arms and its wings, which may also serve as forelegs when it walked on the ground. It presumably lived within a dark forest until it was slain by an unnamed hero wielding a vorpal blade.

While the Jabberwock does not appear in the classic animated 1951 Disney movie, he was planned to, voiced by Stan Freburg. The scene was axed fairly late in the game. An illustration of his intended appearance does appear in a Little Golden Books storybook with record. His role seemed fairly non-antagonistic. He would have had eyes that burned, a stovepipe-like nose, orange hair and a third hand on the end of his tail. The Cheshire Cat recites the classic poem when he first appears.



    Dodgson made up the poem long before he published it in "Through the Looking Glass and what Alice found there". The first verse was also made up years before the rest of the poem. 
    The first stanza of the poem originally appeared in a 1855 edition of Mischmasch, a periodical that Carroll wrote and illustrated himself as a boy, for the amusement of his family. Carroll called it "Stanza of Anglo-Saxon Poetry". The meaning of the words was a little different from those in "Through the Looking Glass":




     

    Monday, 31 March 2014

    THE ART OF METAL GEAR

    THE ART OF METAL GEAR 

    Metal Gear artist Yoji Shinkawa has defined some of the most iconic characters in gaming history



    ART AND PROCESS OF METAL GEAR
    Before Shinkawa could get inside the studio, he had to undergo an entrance test to prove he had the necessary skills. It was a two-part evaluation that saw him submitting his art portfolio from his student days, and once his work was accepted he was then interviewed by Kojima. No pressure then, but he was quickly hired after pitching a game idea similar to the original Metal Gear.
    “Once I entered the company and after my training period, I had another interview where I was asked what department I wanted to work for.
    “The first interview was for an arcade shooting game that used modelled monsters. I was good at making models so I thought I might be interested.
    “But the second interview was with Mr. Kojima again, and he told me he was thinking about starting Metal Gear, and I said I was very interested in it. So that was the beginning of how we started working together. But if that didn’t happen I might have been making something very different right now”.
    Shinkawa was officially part of what would eventually become Kojima Productions, and together he and Kojima began working on designs for Metal Gear on MSX. Little did they know that they were planting the seeds of gaming’s most-cherished franchises to date.
    But how did the duo create the memorable characters we know and love today? What are the golden rules for creating guises as identifiable and long-lasting as Cyborg Ninja, The Boss or Otacon? Shinkawa was more than happy to explainpart of his method with me, and confirmed that it hasn’t changed since the first game.
     
    THE HISTORY OF METAL GEAR 
    • From gaming consoles to comic books, Metal Gear Solid has captured the imagination of millions of fans worldwide. And it's little wonder why. In addition to showcasing art from Ashley Wood's graphic novel adaptations of Metal Gear Solid and Metal Gear Solid: Sons of Liberty, this revamped collection features the work Ash did for the Metal Gear Solid: Mobile Portable Ops video game and new, never-before-seen material.



    THE ART ASHLEY WOODS 
    What's cool about Wood's Metal Gear work is that it spans mediums. While men like Yoji Shinkawa (who we'll feature here in good time) were designing the actual Metal Gear games, Wood was working on comic books based on and around the series. Then, when Konami decided to make games that used his signature visual style, he got to make some Metal Geargames of his own.P
    In 2006, Wood provided the artwork for the Metal Gear Solid digital comic on the PSP, and in the same year supplied the cutscenes for Metal Gear Solid: Portable Ops. Four years later, he would do the same thing for Metal Gear Solid: Peace Walker.

    Wood's distinctive style has been with the franchise for so long and across so many formats that, in a rare feat, he's even got an art book based just on his Metal Gear stuff.

    The Dark, Moody Metal Gear Art of Ashley Wood




    Sunday, 30 March 2014

    art neo noir


    Art neo-noir





    Frank Miller is an American writer, artist, and film director best known for his dark comic book stories and graphic novels such as Ronin, Daredevil: Born Again, The Dark Knight Returns, Sin City and 300

    The Spirit is a 2008 American superhero noir film, written and directed by Frank Miller and starring Gabriel Macht, Eva Mendes, Sarah Paulson, Dan Lauria, Paz Vega, Jaime King, Scarlett Johansson, and Samuel L. Jackson
    Neo-noir (englishNew-black; from the greek neo, new; and the French noir, black) is a style often seen in modern moition  images and other forms that prominently utilize elements of flim noir, but with updated themes, content, style, visual elements or media that were absent in films noir of the 1940s and 1950s.

    In 1991, visionary creator Frank Miller continued his shakedown of the comics industry when he premiered his visceral and powerfully charged Sin City series. With Sin City, Miller sent a shock wave through the industry and beyond, stunning critics and amazing readers, the after-affects of which are still being felt today. While Miller is primarily praised for his outstanding stories, it is his breathtaking artwork that continues to shine on. To honor the artist and his groundbreaking work, Dark Horse Maverick is pleased to present Frank Miller: The Art of Sin City, a unique and handsomely bound hardcover coffee table book, containing pieces both published and unpublished -- some never before seen by the public. Printed on glossy 100 lb. coated paper stock and featuring items ranging from preliminary sketches to promotional pieces, this beautiful edition holds everything a Sin City fan, or connoisseur of fine art,