Wednesday, 7 May 2014


Iron giant drawings #3

Now my giant is taking from in to alot of games and films to help out my designs I am really happy with my outcomes and this has inspired my designs I used the drawing you can see to help build my giant in more detail and also this showed me A new shedding process by building up lines it made a. A iron type look and I like the process and I will build this from now  

I also draw alot more robot designs with this line work I am now useing as my process for the book I also started showing it in more detail I am really happy with the process so far 

I also use all the pasts I draw to make some robot design but also using this new process over the top of it I think that it is work well and I can now start to work on the Dragon at some point some 

some more drawings of robot legs I started I started the legs so I can add them to my robot 


iron giant take 2

Iron giant drawings #2

I also started drawing out some hands in different ways so I can see how it looks when it comes to using them in some of my final outcomes but I also started drawing the hands so I can see how my iron giant will look and move with my outcomes

after drawing the hand I though it could be a good idear to to do some more drawing but of the full robot but in different ways like standing up sitting down standing at a side and also picking things up like cars and metal 

I also drawing alot of robot faces to show experiences on the faces like snickering being sad and so on doing this has helped me out a And has give me a really good idear of what to do 

and this is my finishes outcome I really like this robot design but I think it looked alot like the one from the movie so I tried to work round it and work on my concepts for the robot 



Robot drawing for iron giant #1

I started my iron giant by drawing and mapping out Some designs for my book.I started buy looking into different robots in my other blog posted and I used them to inspire my design I didn't think this was a successful outcome so I looked in to more robot and alot of future type robots in a more spice to the sketchbook work. 

I also started drawing alot of robot arms after drawing out the robot arms I picked three design that work as a outcome and added them to the robot body I stated with 

after adding the arms I wasn't happy with the outcome so I went back to my sketchbook work and started making some possible outcome for a robot body 



Monday, 31 March 2014

the brothers grimm (hansel and gretel)

Brothers Grimm Hansel and Gretel

THE PLOT 
 1853 version, discussed by loan and peter opie in 1972.)
Hansel and Gretel are the young children of a poor woodcutter . When a great famine settles over the land, the woodcutter's second, abusive wife decides to take the children into the woods and leave them there to be by themselves, so that she and her husband will not starve to death, because the children eat too much. The woodcutter opposes the plan but finally and reluctantly, submits to his wife's scheme. They are unaware that in the children's bedroom, Hansel and Gretel have overheard them. After the parents have gone to bed, Hansel sneaks out of the house and gathers as many white pebbles  as he can, then returns to his room, reassuring Gretel that God will not forsake them.
The next day, the family walk deep into the woods and Hansel lays a trail of white pebbles. After their parents abandon them, the children wait for the moon to rise and then they follow the pebbles back home. They return home safely, much to their stepmother's horror. Once again provisions become scarce and the stepmother angrily orders her husband to take the children further into the woods and leave them there to die. Hansel and Gretel attempt to gather more pebbles, but find the doors locked and find it impossible to escape from their parents' house.

 2013 FILM PLOT (plot taking from/http://www.imdb.com/title/tt1428538/plotsummary

The siblings Hansel and Gretel are left alone in the woods by their father and captured by a dark witch in a candy house. However they kill the witch and escape from the spot. Years later, the orphans have become famous witch hunters. When eleven children go missing in a small village, the Mayor summons Hansel and Gretel to rescue them, and they save the red haired Mina from the local sheriff that wants to burn her accusing Mina of witchcraft. Soon they discover that the Blood Moon will approach in three days and the powerful dark witch Muriel is the responsible for the abduction of children. She intends to use the children together with a secret ingredient in a Sabbath to make the coven of witches protected against the fire. Meanwhile Hansel and Gretel disclose secrets about their parents.

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,