A Quote by Dave McKean

But actually making pictures to look like my pictures, I've done it for so long, I'm kind of used to it now. So at the beginning of the process, designing and storyboarding everything, I sort of did all that. And then designed the characters, and doing the textures for the characters, and the texture maps to cover all the animated characters and the sets, I did those, because that's where my sort of coloring and textures get imprinted on the film.
When I did these psychological characters like the drug addicts, the ones who were rejected and dejected, I started to feel a sort of melancholia which was very unnatural for me to have at a teenage. Then I avoided those characters.
All I liked to do when I was a kid was draw. My childhood was like my adult life: drawing pictures with my brother, putting the comics up on the glass window, and tracing the characters onto tracing paper or drawing paper and then coloring them. That and making things was all we ever did.
I look at actors like Johnny Depp, Sean Penn, and Benicio Del Toro, and they play all these different characters. I'm hoping that, in my lifetime, I'll be able to look back and say, 'You know what? I did all these different characters, and I enjoyed every single film I did.'
If, at the end of the day, I can look back and see pictures of all the characters I've played, and there's a smorgasbord of weirdos and interesting, odd, different characters, I'd be so happy.
If you get the characters right you've done sometimes nearly half the work. I sometimes find I get the characters right then the characters will often help me write the book - not what they look like that's not very important - what people look like is not about their character. You have to describe the shape they leave in the world, how they react to things, what effect they have on people and you do that by telling their story.
I animated everything traditionally, on paper. I love how the texture of paper looks (it also matches textures of papier-mâché) and I love the tactile process.
In 'The Smurfs,' I was actually a live action character. So, I was a real person in that movie. But I was working with animated characters, which is very strange because they're off recording their work, and we're kind of reacting to nothing when we're doing the film.
It makes it very easy. I have a beginning, middle, and end, and I don't film for long - about 20 hours usually for a two-hour film - so it's easily watchable in a week for me and the editor. Once I know who the characters are, I only film those characters, unless somebody else forces their way into the film by a scene happening to them or we meet them by chance.
I think it's very hard to talk about these characters in a closed-ended, sort of non-sequel way, especially characters like The Flash and Green Lantern, which have such rich, long histories.
Pictures! Pictures! Pictures! Often, before I learned, did I wonder whence came the multitudes of pictures that thronged my dreams; for they were pictures the like of which I had never seen in real wake-a-day life. They tormented my childhood, making of my dreams a procession of nightmares and a little later convincing me that I was different from my kind, a creature unnatural and accursed.
From what type of software could help us make a movie faster to everything else regarding the textures. Some might think, "It's probably very easy to make a film with those textures," but it's much more difficult than what it appears to be. We had to discover a faster process because otherwise it could have taken us 10 years to make it.
I have made 34 pictures, 10 of them for Disney, and none of them for Disney were really bad characters. So I think that recently I have kind of begun to hide behind certain actor's devices in order to make a dividing line between what I used to do and the characters I have been asked to do today.
All I know for sure is that dreams are the pictures of states wanting to turn into processes. Dreams are maps of the beginning of an otherwise unchartered trip into the unknown. They are pictures of the unknown which appear in many channels. Because process work is body-oriented, I put a stress upon feelings, but dreams are not pictures of just feelings; they are pictures of the way the unknown is showing itself in a given moment.
I'm portraying out characters, I'm portraying femme characters, characters that are really outside of the box. I never thought I would get that opportunity to portray those characters at all, much less have a career that I have.
The way Disney characters move, they're very kind of slow and fluid and flowing; one pose kind of eases into the next. If you look at a show like 'The Simpsons' and subsequently a show like 'Family Guy' - the characters will jerk from pose to pose a lot, a bit more snappy. Which sort of goes along with the writing tone of the show.
But we did see the process develop. I remember going to the Rocket Pictures base and they had something like 40 people there, drawing. They didn't know what the characters looked like yet and I remember on the walls seeing 30 or 40 different versions of Juliet. So, it was then that I realised that someone's got to come in and make some really executive decisions.
This site uses cookies to ensure you get the best experience. More info...
Got it!