Adapting visual references in concept art for films and video games in design uncanny monsters

Gianluca Balla
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Abstract

After demonstrating the efficacy of adapting visual references (3D renders and photos) to concept art for high-budget game development and film production, this contribution suggests a specific approach for the digital artist to produce the uncanny valley when designing monsters. This article illustrates the importance of embedding visual references into the artwork for time efficiency, correct use of perspective and establishment of believable textures. In particular, the search for realism shows to be advantageous in design uncanny monsters. Visual references can be manipulated in software such as Photoshop to prepare not only the blueprints for the 3D modelling/sculpting stage but also to design the special effects makeup for live-action monsters. This contribution fills a gap between our current understanding of the uncanny valley and the process of designing characters; it suggests an efficient approach to monster-making for entertainment and sheds a light on contemporary concept art practices. This is important for a dual reason: (a) it moves knowledge forward in the field of the uncanny valley’s applications to concept art since this has not been investigated in depth in other works; (b) it helps professional concept artists in shaping and controlling the uncanniness of antagonistic characters.
改编电影和电子游戏概念艺术中的视觉参考,设计神秘的怪物
在展示了将视觉参考(3D渲染和照片)与高预算游戏开发和电影制作的概念艺术相结合的有效性之后,本文提出了数字艺术家在设计怪物时制作恐怖谷的具体方法。本文阐述了在艺术作品中嵌入视觉参考对于时间效率、正确使用透视和建立可信的纹理的重要性。特别是,在设计神秘怪物时,寻找现实主义是有利的。视觉参考可以在Photoshop等软件中进行操作,不仅可以为3D建模/雕刻阶段准备蓝图,还可以为真人怪物设计特效化妆。这一贡献填补了我们目前对恐怖谷和角色设计过程的理解之间的空白;它提出了一种有效的娱乐怪物制作方法,并为当代概念艺术实践提供了启示。这一点之所以重要,有两个原因:(a)它推动了恐怖谷概念艺术应用领域的知识向前发展,因为这在其他作品中尚未得到深入研究;(b)帮助专业概念艺术家塑造和控制对抗性人物的神秘性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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