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  The Art Of The Form: Hyung-Tae Kim Speaks
by Brandon Sheffield [Design, Art, Interview]
5 comments Share on Twitter Share on Facebook RSS
 
 
March 29, 2010 Article Start Previous Page 2 of 3 Next
 

One thing that's very distinctive about your style is how you draw women. How do you approach this?

HTK: I'll preface this by saying that when you're drawing something that's related to culture or region, it's incredibly difficult, because trends change so often. This is the hardest thing to depict with character, for me.



For example, there are people who like strong characters, weak characters, innocent characters, feeble characters, on a region-by-region basis. But that sort of thing changes very often. It becomes very complicated. So I try to simplify everything by erasing all the cultural elements, and try to make it more internal or instinctive.

In other words, it's the natural identification of what we really like since birth, before cultural context. I try to exaggerate all those aspects and then tie it to some of the more complex or deeper emotions, and then just draw something that people will really like innately.

Is that "back to basics" approach why the women that you draw tend to have an emphasis on chest and hips? Kind of an Earth Mother element?

HTK: To put it simply, you have to first look at how the body is actually connected. Of course, the chest and hips sort of stand out a lot because they're, you know, the biggest parts I guess. But the most important part of the character is actually fat. Any character we create is composed of bones, muscles, and of course fat.

Despite the beauty of bones and muscles, those aspects tend to not be particularly feminine, and lend themselves to something more male. But if you focus more on the fat of a character, and then you sort of create a flow into the chest and the hips and form the body around it, how force and physics can change a body, including fat, it becomes more beautiful for people who can appreciate that innate nature. In books that explain the body, there aren't that many explanations of fat, so it's really hard to find this kind of information actually.

I was wondering how much you pay attention to anatomy. Sometimes, it feels like you may stretch people a little bit, altering their actual skeletal structure.

HTK: I do try to exaggerate my characters, but only to the point of still being able to perceive them as human. But then I try to exaggerate those parts that people will find most attractive, like when a man looks at a woman, or a woman looks at a man. Especially, for example, as you mention, the pelvis or the hips in women. I do accentuate the bones and the fat around the body, which makes it a lot more attractive.

One problem that I have through this process is that when I exaggerate this to the maximum, the character starts to become inhuman. And then there's a clash between the two thoughts of what I'm trying to draw. I'm constantly having this tug-of-war between these two ideas when I'm making new characters.

I noticed that in Magna Carta, you also drew the main male character with feminine hips. Does your approach change for male characters as well?

HTK: That was just in the case of Magna Carta, because the main character was supposed to kind of make the audience feel a little awkward. That is why the clothing and also the anatomy of that character was more feminine than usual. I think that's not the most attractive element of male characters. I wouldn't draw a normal male the way I drew him.

What is the kind of essence that you try to bring out for male characters usually?

HTK: Of course, everybody knows that the attractive aspects of male characters are different when seen from the perspective of a man or a woman. One thing that people tend to miss is the importance of the waist. People say that the shorter the waist, the better it looks. But the actual thing is the more detail you add to the muscles, how the waist or stomach moves and how it changes when the muscles move, that's one thing that's really attractive when looking at a male character.

How did you wind up developing your style?

HTK: Well, I really took a lot of things from Japan, not only comic books and games. In my early days I really liked a lot of things from Japan. When I started studying art though, I actually preferred Western styles of painting. I tried to combine both that Western painting style with Japanese style content, and that's pretty much how I got here.

 
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Comments

Lik Chan
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I love his art but his proportions are definitely an issue when it goes to 3D. I think many reviewers criticized the in-game 3D models for Magna Carta 2 for their proportions. Exaggerated 3D bodies seem to be an eyesore for many Western reviewers for some reason ie Bayonetta. Personally, I have no problems with it. Sad to hear he's working on a MMO. Would love to see his character designs move to another genre outside of RPGs like a fighting game or even a shooter.



Great interview!

Brian Coonce
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Love his conceptual thought process about the fat of the human form! Massively overlooked by many. I think a major source of 'character' Kim brings to each of his subjects is his attention to detail to all aspects of the characters clothing, jewelry and accessories (staffs, weapons, etc.). He brings an incredible amount of fashion and nuance to each that immediately tell a story about each character. Look forward to seeing his latest and greatest.

Glenn Storm
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The difficulties in translating these 2D styles to 3D are largely the same as those faced by the feature animation industry, when transitioning the characters we know and love (Looney Tunes, Disney, children's storybook illustrations, etc.) to computer animation.



More than a couple decades ago, a 3D animation aesthetic was king due to novelty. When you brought up a 2D design, only a few measurements of proportion were considered during modeling. When it came time to animate like a Looney Tune however, the long lineage of clear silhouettes, lines of action, strong poses and even timing was largely ignored for the new 'aesthetic', or at least, due to the technical complexity and time consumption of forcing a technical achievement (3d animation) to assume a deliciously squiggly and pleasing form.



There are still significant hurdles in this area that have not been addressed yet, and frankly there's some lost traditional animation knowledge that still needs to be recovered and made mainstream again (proper lip synch timing for one); but since the introduction of 3D, there has been a boom (and waning, near bust) in feature animation and, with it, some technical achievements have been made, which have allowed some of the older traditional animation aesthetic sensibilities to make a comeback.



Games have benefited from this advancement in rigging and animation for 3D characters, but unfortunately, games have an extra handicap to achieving the beauty exemplified by the art of Hyung-Tae Kim and many other artists of a wide-range of 2D aesthetic styles: the interactivity of character, event, and particularly, the camera. When I was in animation, and faced directly with this problem, I could imagine some technical methods to help refine the 3D model/rig to appeal to the camera as set. Due to the dynamic camera in games, it seems the real solution is one would be more automated. While that makes this problem significantly greater for games in particular, I see the this kind of push in games (as well as advancements in feature animation) helping to advance the state of the art greatly.

brandon sheffield
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Lik Chan - he didn't actually supervise the models in Magna Carta 2, just did the illustrations and left! Just so's you know!

Michael Kolb
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I loved the concept artwork from Magna Carta, expressionistic beauty. With 3d models as the medium, it was pretty hard to capture that same expressionism.


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