Into the Lair of the Memory Monger


#1

Hello, everyone! Meet Plushy Knight and Chiron.

This piece is a concept for a video game I am currently working on, titled “Plushy Knight”. You play as a Teddy Bear in shining armor who rescues a girl named Gemma from a strange land, and along the journey, helps to restore her hope and courage. Chiron, the Memory Monger, is a ravenous beast that dwells on the past, trapping precious memories in his web. He can never have enough and wants to feed on Gemma’s memories for eternity.

The Memory Forest and Chiron are a symbol of the past, wonder, obsession, greed, and nostalgia. While the Forest is a dangerous place, we wanted it to feel mysterious and serene. We want to communicate that memories, both positive and negative, although difficult to face, are a necessary part of growing up. We must learn how to deal with those problems we face in childhood; it’s only then that we can truly mature into adulthood.

The concept was done mainly to communicate the mood of the environment, and relationship between Plushy Knight and Chiron, both in scale and emotion. I still have to finish Chiron’s detail, as well as some foreground detail near the stump. This is the progress and direction I have taken so far in within 3 versions. Thanks for reading/ viewing and please give comments and crits!


#2

I was really bothered by the proportions of Chiron, so I changed his form to match the 3d game model more. I also added more webs and polaroids in the environment. This is my current stage. Please C&C is welcome.


#3

The tilted trees make this look a bit awkward and unnatural. Why are they all slanted and parallel to each other almost perfectly?

The level of detail is inconsistent throughout the image. Some areas have microdetail and textures, while areas right next to them are blurry and vague. You need to work out the exact hierarchy of detail in your image, either by logic (distance from the camera), or by focal points (eye-catching compositional elements), or a bit of both.

The little guy is a bit too close to the bottom border, and not placed optimally in the composition. Either move him up a bit, or extend the canvas a bit.

That tree on the right close to us, feels kind of arbitrary. What’s its purpose? To add to the z-depth of the image? A compositional device? It doesn’t work well for either purpose and is more distracting than anything.

The visible beams of light don’t match the actual pattern bright spots on the ground.


#4

Thanks for responding, Lunatique. I hope I’m understanding your critiques correctly. You’ve said a lot about detail and composition. I’m curious whether some of the problems you’ve mentioned about the detail are due to the actual JPEG quality (it’s been reduced by a lot) or just the composition. I see what you mean about the tree on the right and agree with you. I’ve been thinking of torching it! I did want to use it for z-depth. Do you think If it was blurred it would be more effective?

But I’ll have to defend the straight trees on the left. You did recognize them as trees, which is good. But they’re also supposed to resemble telephone poles, which are unnaturally straight like that. The environment is not a natural forest in reality but more of a manifestation of the past in someone’s memory. I hope that this can be seen. One of the things we were worried about, stylistically, was whether making it too realistic would destroy the artificial tone we were going for. I think it’s about a proper balance.

I’ll continue to mess around with Plushy Knight’s position. I think I’ve been looking at the image too long to notice what you have pointed out (that he is too close to the bottom border). Are there any examples you can show me please to further illustrate your point?

And thanks for also pointing the reflection of the beams on the floor. I’ll give that attention.

I’ve attached a version without the trees on the side. Let me know what you think and thanks again, Lunatique.


#5

Compositionally, the trees and shafts of light are catching the eye, and leading them right off the bottom edge of the piece. The brightest part of any painting is usually the focus, on top of that the beams of light split the painting in half, and steal the focus of the painting even more.

On top of that, you have one half of the focal point, the monster, in literally a black hole. Not only does the lighting not match the environment, but it pushes the figure off of the plane that the knight is on, so it becomes effectively background. In 3D terms (which really shouldn’t be used when talking painting), the z index of the monster is further back than the background.

Your color composition, and values, are also not working - again, the shafts of light are too stark compared to the rest of the piece, and the black hole of the monster throw it all off. One good way to look at your values is to convert the piece to black and white, and look if the values are creating the depth and volumes that you want and need (in the old days, we’d make xerox’s of paintings - which was always fun with oils that were’nt died yet!). If you convert this to B&W, the issues are still there. Your colors are off - the right side is a completely different color environment than the rest, and it feels like a different painting entirely. You could maybe say this is dream-like, but it’s jarring in the execution, and puts that part of the background on a different plane than the other side.

I’m confused by the spiderweb in the center. Is it attached to the leaning pole trees? It seems to be lit by the light shafts, but it has no perspective to show where it’s actually attached, and it’s flat as they’re all at the same angle to the viewer.

Now, about the levels of detail. What Luna was talking about is the foreground - you have sharp details on the knight, and the square objects on the ground, but the leaves, tree trunk, rocks, pebbles, and leaves are all fuzzy, and that’s jarring to the eye. The level of detail has to be consistent on each plane in the painting - the background can be less in focus, but objects in the same location have to have the same level of detail. You also have more detail on the leaning trees, and less on objects like the grass and fence, which are closer to the eye. The monster is all over the place, in some areas it’s sharp details, on others its fuzzy. It just reads as “unfinished”. The monster should also have more reflected light on it.

I also feel that the darkness of the monster is something of a cop-out. It’s hard to tell what’ going on there, which could be fine, but what it reads as is scatter random shapes, arms, and spider legs - there’s nothing bringing them together into one entity. I know you’re going for dream-like, but it’s not quite right.

Lastly, the most important issue here is you need to set up tension between the knight figure and the monster, and look down on the scene doesn’t quite do it. There should be visual clues that keep the eye bouncing between the knight and the monster, and again, the shafts of light cut that right in half. I would suggest lowering the viewing angle, so we’re looking at the knight straight on, and the monster is looming over him - that would set up the tension. I would also have leaning trunks on the right side, leaning towards the right, to balance the angles on the left, and “bracket” or “frame” the figures.

I would add another shaft of light, perhaps smaller, or a couple more, to emphasize that they are important, and part of the narrative, and spread your colors and lighting out more, but that’s me, it may not fit your backstory.

Hope this helps!


#6

Thanks for taking the time to give such an in-depth response, Billy. You really helped me see some points to focus on as well as understand some of the issues Luna was referring to. I have a long way to go and a lot of work to do. I’m glad that you brought up the issue of tension with the characters and how to effectively capture that. This is something I’m new to and will practicing more. i also have to be careful to keep the detail consistent throughout. Alot of times I get excited and want to work on a specific part early on. Gotta remember the peaks and valleys. I’m working on a 3D Sculpt and model for Chiron (monster) now but will update the concept in the future. Thanks again, Billy.


#7

You’re most welcome. This is the kind of stuff that you learn in school, so if I can help those who aren’t studying formally, I’m thrilled!

I totally get the excited part, I used to do the same thing. :slight_smile:


#8

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