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Tips on taking your project from the paper to the wall

Sometime ago, before I got interested in street art and other tradicional medias, I was walking thru a street and stumbled with a graffiti artist painting a huge mural. I asked him how he could scale from such small drawing to a big wall like that, he said that this was due his experience and nothing more. Not satisfied with this simple answer, I found that after doing a few works on bigger scales I should share with you some tips on how transfer your artworks on bigger scales. So, basically what I'm going to teach today is couple of tips I learned from my own experience, I'm going to use a recent project so I can exemplify and justify all that I'm going to say. Also I would like to thanks Juliano Araujo for the awesome photo shoot he did of this project. The project I will present was done for a Night Club in Porto Alegre, Brasil. Always make a pre-project Some may wonder "Hey, I already did that drawing that I will scale, so what's more to do?" , well first of all you should think that there's a lot of factor that involve painting a wall. Before you start the drawing you should ALWAYS visit the place and take the measures of the wall and take a lot of photos. Why? Because you can make your drawing on the actual size or scale it on Illustrator or Photoshop, trust me this one of the best things If you want it to get as you imagined. Second thing: Having the illustration done, remember the photos you took when you visited the place? Well, take then to your computer, because it's time to make some simulations. However, feel free not to just make normal 2D simulations on Photoshop, you got to understand how the public will interact with that. So a good tip it's to make at least a simple 3D simulation, you can make some simple but yet effective simulations with applications like Google Sketch Up. This will give you a deeper understanding of the space and the visibility of the artwork, what is quite important If you're working indoor, like was my case. Make a good budget Everyone who worked with tradicional medias knows that is always necessary to make at least two budgets for a project: a materials budget and your invoice. I know nobody wants to work for free, but you can't work without your tools, so before anything you should think about how much ink you're going to use, brushes you will need and other stuff. One of the worst things that can happen to you is working hard on a project and suddenly you have to stop because theres not enough ink or other resource you may need. So always think on the materials first and calculate your invoice later. Photo by Juliano Araujo Measure everything Remeber when I said that you should measure the wall/place your going to paint and use the same measures in the project on Photoshop/illustrator? So, this will help you a lot when you're going to tranfer it, in my case I had to transfer the measures from centimeters to meters, the wall had 2,6 x 3,7 meters so on Illustrator I did the illustration with 26 x 37 centimeters. It may sound obvious, but you must get the measures of every element you can, having the measures and making a GRID, will make almost impossible to make big mistakes. Photo by Juliano Araujo Use a GRID I'm truly addict to GRID's , why? Because they make graphic arts more logic and organized. Even while I'm doing a illustration, I always make a simple GRID to at least divide it on a X and Y axis. So, my tip is to do it on the digital project, dividing the illustration in sectors, almost like puzzle pieces. And using masking tape, divide the wall trying to make the same sector division you created. Trust me, this will make it almost piece of cake to execute, regardless the detailment of the piece. Photo by Juliano Araujo Choose the right tools When dealing with offline medias you gotta understand what tools are better for each surface. Some walls are more flat and other are more texturized, you got to have it in mind when planning how to execute your illustration. Let me give you a example: I though I would do the outline of this piece with a 8k pen Uniball Posca, unfortunately what happened was that the pen didn't stick well over other paints and so I had to do it oldschool: using a brush and the ink from the spray cans to do the outline. So, whatever the tools you might plan to use, always have a plan B If things don't work out as they should. Photo by Juliano Araujo Trust on simple techniques Once during a workshop, a graffiti artist called Graphis taught us a really simple way to create perfect circles on a wall: Using a shoelace and a spray can on the other hand he made a "hand compass" by simply rotating his hand grabbing the shoelace. The truth is there a lot of ways to make circles, you can use stencils, do it freehand and other ways. However you should always try to simplify the execution, not because of a matter of time necessarily, but because of the materials and the final result. Sometimes, a drip or scratch here and there is what make it look real and handmade, so do it the way you want, just remember that it's a artwork, not a billboard. Photo by Juliano Araujo The Final Result So, I hope you learned a bit from my experience and if you want to see the whole process of this artwork, please watch the video bellow, he quite explains everything I told here. Lord of his own Kingdom from Marcos Torres on Vimeo. Photo by Juliano Araujo Photo by Juliano Araujo

Tips on Creating Fluffy Characters

One of the best things about clients is that they're always surprising us with some random and misterious pitch works. One of my last briefings was to create a fluffy character, but since I always made illustrations more realistic, this was quite a challenge for me. As some of you may have thought, I also tought that creating a fluffy character would be as easy as drawing an apple, but I was wrong and on this tutorial I will explain the reasons why. So, you may be asking yourself, why is not that simple to create a fluffy character? Well, character design is actually a specific field, so as every specific field on art/design area, it has some rules and guidelines. So, before we start our tutorial, let's first understand why should we learn more about it: character design is a very requested service in areas like advertisement, visual identity, branding design, comics and children's products (books, packages, websites, etc). Basically, it's an awesome thing to know how to do, even if you don't work as a illustrator or artist. Ok, so lets see some examples of illustrators that work in this area in order to get used with some aspects: Melanie Matthews Tamara Henderson Jeremy Ville Bruno Mota Ok, now that we are inspired, let's do it! The tips I will describe are all based on my observations and experiences while trying to reach good results on character design, but I'm open for any tips and tricks you may know, so please comment and share your knowledge with us. For the next steps I selected some famous fluffy characters to prove my theories. 1) Remarkable and Simple Silhouette First of of all, let's try a bit of trivia, can you recognize the characters bellow? Did you recognize most of them? If not it is probably because you wasn't born on the 80's / 90's hehehe just kidding. But if you really did recognize them is because my first tip is correct: you should always try to create a remarkable silhoutte for your character, it must be so remarkable that you can recognize it even years without seen it. The fact is that some of theses characters are used as brands, take a look at Hello Kitty for example, her head shape is used as logo, you can see it in every material produced. So my tip is to use simple silhouttes, because more realistic and detailed silhouttes can be mistaken with other characters or maybe even not understood. Also remeber that it should be easy as a kid can remember how to draw it. If you want to know more about theses characters, please click the following links: Kirby, Pikachu, Hello Kitty, Pucca, Toad. 2) Few and Light colors One of the best ways to discover the predominant colors of a photo is by pixelating it, you will get the main colors as pixels. So, I decided to apply this technique in those characters in order to show that they use a really limited color pallete, but why? As you need to create an identification with the public, you should not only try to use predominant colors, but also use few and never change them, in any situation. For example, Pikachu has yellow as his predominant color and black and red as secondary colors, even if we changed these colors, we would still identify these pixels as Pikachu, because yellow is a intrinsec color to this character. Also, as you want to get something more childlike, you should use a light color pallete and light gradients. High contrasts are not recommended (Pucca is a definetely a exception in this case), because they can only be achieved with solid colors, what doesn't fit into something more soft. 3) Simple Trace This may sound obvious, but do you remember when you were a kid and had those coloring books with outlined characters? Well, some of us started to learn how to draw by those books... because of the drawings we used to color, they were really easy to draw. As you can see bellow, these are characters really easy to draw , made with simple trace, not using any hashing or pen/brush marks, most of them have a vector look indeed. So, try to simplify things, it must be understandable seen from meters away, uniform lines should be the way to it. The part that actually you should work harder on them are the eyes, try always to create them simple, but catchy eyes, use glows or light gradients, make them notable. 4) Round and Disproportional Shapes Disproportion is a clear characteristic of child illustration, but why? In my point of view, kids rather see disproportional illustrations because they are more related to fictional worlds. Also, realistic illustrations brings us too much close to reality, so there are more details, more colors, more shapes and different traces. When you're a kid this maybe too much to process/understand and also it may look a bit agressive in some cases. Quick tip: The bigger the eyes, the more child look you will give to you character, the same thing with the head, so try to apply disproportion on this kind of way. Ok, but what about the rounded shapes? As some of you have already study in design disciplines such as Gestalt, the circular shapes refer to security, stability, feminism . So, the fact is that you should avoid squared or triangular shapes on these kind of character. You may say Pikachu have a lightining tail that don't follow this rule, but in this case that's not a problem since his tail is in that shape only to remind us of his powers as the rest of his body is round. 5) Few and Notable Details Ok, as I said before we should try to make it simple, but with touch of personality. I think you got to insert a few and precise details in your character, not just clothes, but something really unique on him. Bellow are all the characters analised one by one: Kirby may look a lot simple but if there are some details remarkable on her are the eyes and mouth really close to each other and also big pink shoes. Pikachu is a more elaborate character with his remarkable lightning shaped tail and his red cheeks. Hello Kitty is another character that appeals to simplicity into it's best, but using some classic details as the ornament on her head, that may change, but is always on the same side. Pucca got a really memorable face due to her niponic eyes and her hair design. Finally Toad remind us a mushroom mixed with a baby, his little coat it's what gives a final touch to it. So...Let's try! Now let's try to pratice all these tips on a whole new character. After some skecthes I developed this bunny look a like character trying always to stick with the five tips. Bunny - Time lapse - vector process from Marcos Torres on Vimeo. Step 1 (Remarkable and Simple Silhouette) After the skecthing and creation of the character I had to see if his silhouette was not confuse or similar to other character already created. Step 2 (Few and Light colors) I decided to use 6 colors on this character, being the light blue the predominant color, and green and light yellow the secondary colors. Step 3 (Simple Trace) As I did it all in vector, I tried to make it the flat as I could. Step4 (Round and Disproportional Shapes) Above you can see only the outlines of the character, I tried the most to use only round shapes and make big eyes and head, a really disproportional body that would evoke something more childlike. Step 5 (Few and Notable Details) So the main characteristics of this character are his little teeth and his big eyes, that's what I think is most memorable by looking at him. Final Considerations Well I know this was kind of a more theoretical tutorial, after doing some practical tutorials I decided to try this kind. I did this because I think sometimes just learning how to draw something exactly won't help you to draw better. It can help, but it won't answer questions as "why to do it?" , "when to use it?" and "how should I do it?". I hope you understand the whole idea of this tutorial and have a nice time trying to create your own characters.