...
-L.F.
First post ever. WooHoo!!! This is a work in progress for one of my characters I have been using in a worldbuilding project and show concept. Her name is Houstan. More on her will likely be expanded upon later, as well as the world building project itself.
Thanks for dropping by though.
Gourmand wip
Gourmand v1 verses Gourmand v2
His back has texture.
Also don’t mind the buttons on his chest. They are magnets for holding things.
They kept anthropomorphizing him more and more as the series went on. This tends to happen a lot with creatures in animation. It is honestly what happened with Sisu in Raya and the last Dragon I’m pretty sure. The initial concepts of the character /creature are created with a lot of distinct features that make the characters stand out. Then as the production continues, many more hands,(artists, modellers, riggers, texture artists, animators, etc.), all touch on and tweak the design and how the character moves. Some things get improved, some things get eroded away.
Not to mention the art direction and goals for what they wanted the dragons to look like changed from the first movie to the third. The first ones all feel more natural like you could see which dragons were related to each other and they blended in to where they lived. Most of the cast had dappled greens, yellows, and browns. They also had some display adaptations like the deadly nadder’s quill/spikes being a bright yellow against its blue scales, forming several ring display patterns to warn other animals that its tail is dangerous.
Those types of details were not as important to them as the series went on. I think they wanted to make each dragon distinct from the rest and instead favoured certain design trends or gave a dragon one really big distinct feature. Think the antlers on the Crimson Goregutter or how all the design features of the Deathgripper look like they are from either a scorpion or a whip spider. I don’t think they were spending as much time trying to blend these features together in a more natural sort of way. I don’t think that was there goal any more. Plus they probably didn’t have as much time to workshop the designs as they did the first movie.
speaking of how to train your dragon and creature design, the shift from the really naturalistic art direction and character animation for the first movie's toothless- the face getting flatter, the eyes bigger and closer together, getting rid of the little realistic details like the dust collecting between the scales, the pink splotching where the scales end at the nostrils, the muted markings, the animation making a shift from largely realistic animal behavior to much more anthropomorphic- is such a huge downgrade to me, made worse because it's subtle in such a way that you will sound insane if you mention it
(huge L for the "the audience's capacity to find a creature cute and empathetic and expressive is directly proportional to how much it looks like a human baby" principle of character design because the first one is so so much cuter)
Awesome stop motion. Very inspired.
A look behind my little animation.
I don’t have a lot of space at the moment so I can only manage to do short one session animations. Hopefully in the future, I can do some longer form ones.
Groot #6 (2015)
written by Jeff Loveness art by Brian Kesinger
beautiful expressions!!!
MILES! + some old spideys from 2019 | patreon