Minor Project: Storyboarding Techniques - Creating A Fighter Sequence Tutorial
Today I watched a video tutorial series by Rembert Montald on The Gnomon Workshop, in order to understand how to storyboard a fight scene. This will help me to improve upon what I have already completed for the premise project and ensure that my animation is ready to go into 3D production.
Storyboarding Techniques - Creating A Fighter Sequence Tutorial
Tutorial by Rembert Montald – Current position is: Concept and storyboard artist at Riot Games
Video 1: Layer Comps and file management
This video breaks down the importance of Photoshop file
management and the use of applying layer comps to your workflow. Layer comps
can be applied to different Photoshop layers while working. You are then able
to quickly scroll between these layers. This is particularly useful when
drawing out a fight scene as it allows you to view your work in real time in
order to see how the images flow between each other. Layer comps can also be
exported from the scene and the files will save in order, which saves a lot of
time when creating the animatic.
Video 2: Starting the first rough pass: Go slow
First pass should be done by drawing images side by side so
that you can animate with your eyes. By working side by side you get a nice
overview of the entire scene. Work zoomed out so you don’t get boiled down in detail
and instead see the flow of the scene. Use transform tool a lot to make sure the
perspective is alighted with what the audience should be seeing (pay attention
to the horizon line). Can also be useful to animate the background with “speed lines” to help with motion
(reference anime). Its important to stay simple as it saves time as you may not
keep shot. The shot you are drawing may not be the one you will go with. Learn
your environment and try to think of the most interesting shot which would fit
the tone and situation of the scene. *Main mistake people make is that they use
too much exposition – Montald. (always wanting to show off the environment
however animation may only be 4 mins long. Not enough time is spent on the
character. Advice “if its not a film between 2-3 hours, try not to focus on
exposition and instead get straight into the action") Exposition can instead be
done in the background but should not be the focus.
Puts the
eraser on 70% so that he is not erasing his work but instead using it to
improve and flesh out the idea.
Shadows are
important to add additional information in the scruffy drawing and can be used
on characters to ground them in the scene.
The first
pass should be you getting the energy of the scene out on paper. Get the movement
of the scene out on paper so that you can decide if what you have come up with
is really how you want the animation to play out.
Don’t
overuse Dutch angles (tilted camera).
Montald says that they watch a lot of action sequences and just take notes for what they want to
happen in their own work. Then decide which shots you want to take from that.
Start with the part which inspires you the most as it will motivate you to
continue if that part looks good.
Video 3:
Cleaning the first sheet: Ease into it
Once you
have your rough outline, go over again adding anatomy. First part is about capturing the energy,
this part is about drawing the shapes.
- Use motion blur to help mimic movement like a camera
- Exaggerate the poses
- Too many frames can make a scene seem floaty.
- Colour can help to distinguish the characters as well as
Video 4:
Assembling the first sheet
This section makes use of Layer Comps, the tool discussed in video 1, in order to build up the first set of shots. By playing back the images in a sequence, it allows you to see how the images should be edited to fit with one and other.
Ask and response - One character may be readying their weapon and then show a shot of how the other character is reacting to this (creates dialogue in the scene without the need for words).
In this
faze you need to focus on fixing the drawings while they are still only
sketches. You use comps in order to check how the images flow between each
other.
Video 5: Second-pager rough pass: Speed things up
Change up
the distance the character Is to the character to keep the eye entertained and
to give a sense of space.
No static
shots, the camera needs to constantly moving.
Video 6:
Third-page rough pass
From
observing the drawing process, it seems that you should allow yourself to
understand and improve the choreography as you go. That is why it is so useful working on one large document with all
of the frames side by side as it allows you to understand what is happening and
figure out whether it works. It may be the case of just shuffling around
the frames which Montald Does
a few times.
Montald mention's that he focuses firstly on the characters and their movement and then goes back and focuses more on the camera and its own movement. This allow you to get the best possible shot of each scene. Continuous action between shots to convey flow
Video 7: Fourth Page Rough pass
- Richard Williams animation survival tip.
- Look at anime inspired shots
Video 8: Cleaning And Assembling the second page
Draw action shots around the feet to demonstrate movement.
Use parallax (when the character moves left, move the camera
right).
Ease In and out
Suggested artists by Montald
- Alex Raymond
- Helen foster.
Secondary
actions – research
Video 9:
Cleaning and assembling the third page
Also focus on one character for every frame to make sure you
complete the characters movements.
Video 10:
Cleaning and assembling the fourth page.
Not much really to add for this video, mainly reinforces the ideas said before.
Video 11:
Final thoughts
The quality the
animatic has been developed to throughout this set of tutorials would be enough
for industry standards according to Montald as it reads well enough to translate into a final product. This was the main issue I have found with the animatic I have currently produced, I personally understand what is happening because I made it, however others may not.
Going forward into the project, I think it my next step is to go back and analyse fight scenes, much like Montald explained he does. I really want to be able to understand camera movement and so this is what Ill be focusing on mainly.
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