![]() ![]() Marvel Studios' "Captain America: The Winter Soldier" concept art by Ryan Meinerding Source: Marvel Studios, art by Ryan Meinerdingīut I guess I would say I usually start with something from the comics, think about the palate of options that are available for the story they're trying to tell, and then- what's the mix-up? So like, what percentage of those two different things, like how grounded can it be? How realistic? Is there a version of the character that fits in with an art direction that also works with one from the comics? We're fans, we love the comics, and we're usually trying to find ways of picking the version of the character from the comics that's going to work for the story we're trying to tell. I think we always work from what inspires us, which usually means the comic source material. Ryan Meinerding: I think there's all kinds of ways to work, I don't think it's specifically one or the other. Mark Hughes: So when you're designing the suits and images, and they have to be functional and adapted to live-action, do you start off from the position of "okay here's a comic book suit" and then work your way toward a more grounded design? Or the reverse, starting off more grounded and then working your way as close to the comics as you can get? But like, Infinity War had, I don't know, forty-odd characters? So if you're talking about sometimes one hundred versions of a character, it adds up quickly.Īndy Park: Because we're working on them for three to six months. So, we may be doing all of those versions, or some of the other team will do those as well. ![]() ![]() Ryan Meinerding: Well, the thing is, for some of the characters sometimes it takes into the hundreds for a single character to get it approved. Mark Hughes: Wow, I was thinking like, fifty to one hundred images of major scenes. Marvel Studios' "Ant-Man and the Wasp" concept art by Andy Park Source: Marvel Studios, art by Andy Park ![]()
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