Brian Crick

Girl Wonder Sketches

Here’s what I got last night on the Girl Wonder thing. You’re looking at maybe 90 minutes’ work here. Don’t have a lot of time to work on this.

Since the desired image size is sorta widescreen, I thought I’d have my character standing sideways, on the side of a skyscraper, to fill the space better.

I had a sketch of that (not pictured) and it just wasn’t that interesting visually, so I thought I’d add in a gargoyle that the character could be leaning against. So I drew a quick thumbnail sketch of that.

In this composition, the character could be upright and still fit, but hey, I like the way this is balanced. So you’ve got a character with her arms folded, cape hanging down, standing on the side of a building, leaning up against the bottom of a ginormous gargoyle rain spout thingie, with a bunch of skyscrapers in the background.

So far, so good.

Then I started a new sketch just focusing on getting the proportions and body of the character right. Like I said before, I’m not terribly skilled at this.

I had my anatomy book open the whole time, and had to force myself to do this in stages: I started with an 8-head-high ruler with little tickmarks on it, used that to draw a simple skeleton (you can kind of see that around the hips and legs) and built the body around the skeleton. Pretty basic stuff as I understand it, but I’d never done that before.

Mostly, I think this turned out quite well; the stages really helped. However, I do have a couple of quibbles.

First, the torso feels too long. My torsos always feel too long. While I think I got the proportions of the skeleton right, I think I made the widest part of the hips/legs way too low. Gotta brush up on my anatomy there, especially male/female differences to watch out for.

Second, I was going for a little bit of contrapposto there (having all your weight on one leg, which results in the hip being all slanty), but I think I made the torso too twisty. There’s a little bit of butt sticking out there, which is the last thing I want. However, I think I’ll leave the basic shape as is, and when I scan in my sketch for real for tracing in Illustrator, I’ll just bend things a bit in Photoshop so the general upper body is more to my liking.

I haven’t given a whole lot of thought to the costume, besides the off-center cape and asymmetric collar detail. I figure I can (and should) design the costume separately from the actual act of figuring out how the body looks in my sketch.

It’s very, very tempting to just give the character a decorative pull-over short-sleeved shirt with a cape, leggings and short boots, and call it a day. There would be nothing particularly feminine or cheesecakey about it; it would be very safe.

But I expect superhero costumes to be a bit theatrical; I’d expect skirts and gloves and shiny accessories. Getting that sort of stuff to work, that’s half the challenge here. And like the formal wear I was talking about the other day, I think it’s important to get at the roots of these design decisions.

Take thigh high boots for example, common in girl superhero costumes. True, there’s a bit of fetishism going on there, and you can be dismissive of that… but they also emphasize the length of the legs, just as the long gloves commonly paired with these boots emphasize the arms. If you’re going to have a character kicking and punching bad guys all the time, you want to draw attention to their limbs. It makes sense. The trick, I think, is to place emphasis where you want it without having it be too obvious to the viewer that there are specific things you want to focus on here.

I’m not sure when I’ll be able to get to this next. I’ve got stuff happening tonight and tomorrow night, and friday night is, well, friday night. đŸ™‚

Girl Wonder

The web site girl-wonder.org is having a contest to design a banner for their Facebook page. Deadline is this Friday.

I’m not real familiar with the site, my people drawing skills aren’t very good, I think it would be tough to beat the refreshingly tasteful banner they’ve already got, and it’s exceptionally unlikely I’ll be able to crank something out that I think is remotely acceptable in the next three days.

So I’m going to drop every other pet project I’ve got for a bit and give this a shot.

I can always use practice working absurdly quickly. I’d like to finally have a reason to open up my anatomy for artists book and practice drawing oddly shaped body parts like knees, which are plainly visible in your typical superhero costume. And I’d like so see if I can actually design a costume that meets my standards for tastefulness and still retains many of the lines you’d expect from this sort of thing.

It’s something I’ve wanted to try for a while anyway, just to see if I can do it.

I’ve already got a broad idea what I want to do… hopefully I’ll have a rough sketch up at the end of the night.

Formality

While I haven’t worked on it much lately, I’ve been feeling really confident and excited about Tinselfly. I’ve now got a page and a half of bullet points describing scenes I want to have and how they fit into my overall story. Structurally, this is really coming together.

* * *

I’m hesitant to talk about story too much; I don’t want to give away any spoilers. That’s been making me uncomfortable for a while. I want very much to share my thoughts on how to tell a story here and post playable demos; that’s an important part of this process to me. However, one thing I’m really exited about is this series of short vignettes I’ve decided to put in near the beginning of the story proper. Not just because they fit in an interesting way with the story proper, but also because I’d feel comfortable talking about them in detail and posting playable demos of them, without talking about their overall context.

* * *

Given the egalitarian nature of my universe, I’ve been stressing about designing androgynous formal wear that is still recognizable as formal wear, and that isn’t just having one set absorb the other (i.e. putting all the women in tuxedos).

My initial idea was to try mashing up the visual details of men’s & women’s formal wear — a gown with a formal jacket over it; a tuxedo with semitransparent/floral/embroidered details. But that’s kind of a shallow approach.

What I should do instead is get at the logic of formal wear, the different things it’s trying to accomplish for each gender, and mash up the logic. Once the logic is worked out, a costume should become self-evident.

Not that that approach is working to well right now. It’s very abstract, and I’m much more comfortable just doing visual mashups.

Tried to draw up a sketch in Illustrator (left), which isn’t really helping me sort out my thoughts that much.

I think what I need to do is just keep working on my character customization stuff; eventually, I should have a system where I can make an XML file or something that defines not just one costume, but a set of options for a given gaggle of extras. So like, the formal wear XML file might say something like, there’s a 75% chance the character will wear slacks and a 25% chance the character will be wearing a floor-length skirt, and maybe the shirt’s tucked in and maybe it’s not, and I can work with a whole look and (hopefully) see multiple extras generated from my script all at once in a neat little table in my editor.

(That will probably make more sense once the tool is up and running, and I’m sure I’ll babble about it more then.)

Copyright © 2017 Brian Crick.