



Controlling values is important to create the illusion of realism in a painting. Under the same lighting circumstances a metal object reflects light differently than a piece of cloth. Understanding how this translates into values is important to express the difference in textures.
I used the posterise filter, to show how I four basic values for the entire illustration: black, dark grey, light grey and white. When I block in the basic values for an illustration I trie not to go into detail, but stick to only a few basic values. Refinement and detailing come later on.
The use of values this way, gives an unnatural look to the whole of the image. It's as if the different artists have been cut out an put together as a collage. I magnified this effect by reversing the laws of pespective in some areas. Big shapes in the back, small shapes in front.
2. I turn over the drawing and make a cleaner drawing.
3. I rebuild the tricky parts to be sure of the construction.
4. I make the final drawing with a clean line and I fix some parts (here the face).
5. I start the colors with the line above.
6. Every part (face, jacket, hair, etc) on a separated level.
7. The face.
8. cheeks and nose.
9. I add the lines and other details.
10. With the gradient tool, I make a subtle color effect.
11. I set the layer in screen mode and lower the opacity.
12. I start the background with the basic color.
13. I add the snow with a brush that looks like snow flakes.
14. A white gradiant to suggest the snow on the floor.
15. A quick shadow on the ground to set the character in space.
16. A quick skyline of Paris.
17. I add a layer of noise.
18. I lower the opacity and set it to color burn.
19. I had a paper texture layer that I colored in light blue before.
20. I set it to screen and lower the opacity.
21. I finally add my signature...
22. And voila !


Work In Progress 5 from Florian Satzinger on Vimeo.




I think I may have made it a bit over-complicated. Essentially you should be able to look through each of the examples and feel the difference.
Below I have pointed out the specific methods used to motivate the camera.
So as per the above sequence, ways to motivate the camera;
The next three examples are all slight variations of the same scene, each exploring a different approach in regards to the progression of information that is revealed to the audience, and consequently the effect it has on them. Please note that none of these examples are any more "right" than any other. They are merely different takes on the same scene. Their purpose is to show how slight variations in storyboards (and ultimately film) can produce vastly differing ideas/moods/responses. Ultimately, it would all depend on what the script calls for or what is necessary of the scene to determine which of the following (if any) would be suitable.
I think the most important thing to take away from this concept of 'motivating the camera', is just to try and be conscious of the decisions you are making in your storyboards. Try to understand what you are actually saying visually, what information you are revealing to the audience (and when) and what effect it will have on them. Thinking about these things as you board can significantly enhance a sequence and really help 'sell' an idea in the storyboard stage.