Do you have any ad­vice for cre­at­ing an an­thro­po­mor­phic land­scape?

ImagineFX - - Imagine Nation -

Don­ald Cot­tle, US

Nick replies

Th­ese kind of ef­fects can range from the very ob­vi­ous and dra­matic, to the al­most im­pos­si­ble to spot at first. The ex­am­ples that im­me­di­ately pop into my head are Skull Is­land, as rep­re­sented in var­i­ous ver­sions of King Kong, and the stone gi­ant in the sec­ond Hell­boy film.

The first thing to de­cide is what you ac­tu­ally wish to por­tray and its scale. The lat­ter is im­por­tant, be­cause the el­e­ments mak­ing up the fea­ture need to fit in and of­fer valu­able clues for the viewer as to the size of the ob­ject. You need to set­tle upon what the form is, how big it’s go­ing to be and what sort of land­scape it’s go­ing to be a part of. Moun­tains and for­est (rocks and trees) rep­re­sent great build­ing ma­te­ri­als, as in the real world, but with­out the pro­cess­ing of our hu­man build­ing tech­niques.

You should also think about what vis­ual im­pact do you want to make? I like the sur­prise an­gle, wherein you don’t nec­es­sar­ily re­alise what you’re look­ing at

The first two things you need to think about are what ex­actly is the char­ac­ter form and the en­vi­ron­ment you’re set­ting it in. Keep it sim­ple to start with. Once you have your forms worked out, you can have loads of fun em­bel­lish­ing them and dis­guis­ing them with el­e­ments per­ti­nent to your land­scape.

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