Showed my draft to the artistic supervisor, and although I am still a bit stressed and worried about the project, it was nice to finally let it out. There is nothing specific to correct or change at this early point. The draft will just marinate for a few months while I make up my mind about it, draw and try new techniques.

And here is one of the things I made! In case I decide to replicate a similar look, here is how I made it:

At first I just took a random photo from Pinterest that I thought had more or less the perspective and atmosphere I liked. It was a grainy picture with two white chairs. Photobashed it a bit, changed the design, painted a blue stool over one chair, played with colors and mixing modes, added and removed planes.

Then I switched to PC, where I basically made a collage of a collage. I cut out things from the sketch that I wanted to keep, separated them throughout different layers, refined and added details like flower pots. While some things I painted over, some were just made with selection and fill tools. The plants were at first just selection tool scribbles, shaped a bit, then lens blurred and overlayed. Cropped to match the film format, added a wall in the foreground and some leaf overlay on top, and tiles.

I would like to try making more images like that, since I like the collage element while keeping the painterly and texture-heavy look.

Once it was finished, I really wanted to see my character, so I switched the software once again.

Drafting the movement, I unexpectedly decided to ignore fps fluff. I always did animation in perfect 12fps, but I suddenly asked myself why. I know the technical reasons, the way the eye perceives a smooth movement, but… why should it be smooth? As long as it’s readable and suits the story, why not go crazy with the fps choice? I opened a project in 8fps, but the animation itself is in 4fps max, and I’m liking the effect.