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Alt Text: A young elvish woman cradles a small flame
In this digital sketch I did for the last class I utilized some of the design aesthetics taught in my design course over the semester. I created motion between the flow of the hair on the figure and the wisps of fire from its hand through quick whipping lines thought the sketch. I utilized a variety of line weights to better emphasize potions of the figure and note more important features for the later illustration. The focal point of the piece is intended to be the flame, but the sketch emphasizes the face of the figure as the focal point for now.
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Alt Text: A size chart of the monsters to scale in comparison to a human from the Japanese videogame series Monster Hunter
Scale and Proportion
The size chart for the monsters from the series Monster Hunter is a stunning example of scale and proportion. The Scale between each beast is shocking and the reference shown helps emphasize each of the designs unique traits, such as extravagant shells, elongated wings, body types etc. The proportions between each beast are tied to the creatures in game Hierarchy to an extent. The largest monsters are granted their own special cutscenes and battle styles, especially in their debut games. The Human scale (literally shown in the far left of the image) add further to the grandiosity of the monsters and the awe the player feel when they experience the monsters in the scene.
Glossary
Scale- The size of one object in relation to other objects in a design.
— a certain relative or proportionate size or extent (A human is 7.5 heads tall.)
— a standard of measurement or estimation (The UFO was as big as a football field.)
— point of reference by which to gauge or rate (My puppy is twice as big as your chihuahua.)
Aspect Ratio- Refers to the proportions of the height and width of an image. It defines its overall shape, and it is usually shown as W:H (W is the width and H is the height).
Geometry- Spheres, cubes, cylinders can be used to build more complex objects
Hierarchy- Arranged according to importance or power. What’s bigger or taller is often more important or harder to kill.
Human scale- sets the stage for the story happening to human-sized characters
Proportions- The size of the parts compared to the whole. Relativity.
Ratio- a ratio tells us what proportions mean to each other. Measuring one thing in terms of another. That monster is twice the size of the human. Their ratio is 2 to 1.
Relative- how objects appear in context with each other
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Alt Text: A gothic looking building with 5 pointed towers looms on a cloudy day
Emphasis
This photo of the Rathaus, provided by https://www.vanwageningen.net/, capitalizes on the center Placement of the largest tower in relation to the 4 Subordinate towers. The grandiosity of the center tower in relation to the 4 sub tower makes it almost seem like an Isolated entity, its elevated complexity allows in to further stand out in relation to the rest of the architecture. There is a heavy contrast between the inner depths of the tower and the outer cream paneling of the tower, adding to the intricacy of the building as a whole. Despite the looming center tower and age, the Rathaus feels unified in appearance and integrity.
Glossary
Emphasis- Something in a scene dominates. In other words, the designer gives visual priority to part of a scene in order to draw the eye there first.
Contrast- Size, color, texture can make one thing stand out from the many things around it.
Focal Point- The focal point demands attention, it is accentuated, contrasted, the star or the most prominent component of a scene.
Isolation-Feature a single element alone, away from other elements to create emphasis.
One Element- Eliminate everything else in the composition and the thing that’s left will grab the attention such as a bold title or symbol.
Placement- Position your most important design component in a place to grab attention, such as the center of a poster.
Subordination-The focal point has the visual power while other elements of the scene are subordinate.
Whole over Parts- Sometimes we don’t want the eye to go somewhere specifically such as in an establishing shot at the beginning of a story. We want to show an overview of the environment before we jump into the story. We might look at a map with lots of details. The whole map is the important thing. When we select a place on the map to visit, then that spot becomes the focal point and the Emphasis shifts from the whole to the specific. Another example is that the whole game is more important than its levels.
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Alt Text: A young Russian woman in cream and earth toned clothing settled with a calf and bowl
Contrast
This piece, painted by Alexey Venetsianov, beautifully captures the core of traditional Russian clothing. There is often a High Contrast between the under layers and upper layers of traditional Russian clothing. Natural reds and browns create a striking Contrast against the creams that are often found within the base garments of the outfits. The caps/headdresses of the completed outfits add an element of Asymmetrical Balance to the overall image. The caps are often highly ornate and unique and and a extra flair to the outfits otherwise Symmetrical dresses, jewelry, and patterns.
Glossary
Contrast- Refers to the arrangement of opposite elements (light vs. dark colors, rough vs. smooth textures, large vs. small shapes, etc.) in a composition so as to create visual interest, excitement and drama.
Contrast- Creates variety within a unit, draws the eye to a focal point, creates a sense of adventure or mystery. Contrast is a unifier. Value contrast is when a character or object has a strong darks and lights compared to the scene around it. Size contrast is a gigantic space cruiser compared to much smaller fighters.
Asymmetrical balance- A dynamic compositional strategy in which each side of the axis are distinctly different yet belong to the same story.
High Contrast- Strong dissimilarity such as black letters on a white background. The high contrast setting is an accessibility feature built into interfaces to assist people with vision impairment. In visual perception of the real world, contrast is determined by the difference in the color and brightness of the object and other objects within the same field of view.
Low Contrast- A minimum of contrast between light and dark, so that the image is either predominantly dark or predominantly light. The sun sets, dusk sets in and in the gloom there is low contrast in the landscape.
Symmetrical- A form of balance in which both sides of the axis are the same, a mirror image of each other, creating stability and formality.
Contrasting Camera Angles- Part of your story is how you show as well as how you tell. The camera is your audience’s view of your story and should be well planned to reveal the story in he most effective way possible.
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Alt Text: A sharp, intimidating looking building paneled with cream and brown stands imposingly on a busy street.
Rhythm
The Cologne Cathedral, photo courtesy of The Catholic Travel Guide, appears as a harsh imposing structure, partially thanks to its unbreaking Visual Rhythm and integrity. The Alternating pattern created by the wider cream colored paneling and the tightly woven chocolate detailing creates a complexity to the building that intimidates the viewer. Sharp precise lines, and exact geometry help to give the structure a perfect completion, further pushing the viewer to believe in its divinity. The Repetition of curled brackets and holy imagery (statues, carvings, plating, crosses etc.) cement the cathedrals visual unity and make it stand out as an imposing, awe inspiring entity.
Glossary
Rhythm- Caused by patterns in movement. Rhythm controls the pace of action in your story. Rhythm can be repeated character types, weapons, or color strategies. We see and hear rhythm throughout nature as well as in our digital environment. Rhythm organizes units into patterns. Rhythm is created through repetition, alternation, and progression.
Alternating-Alternating rhythm is a form of repetition and is predictable. We switch back and forth from one thing to another like a tennis match. Alternating rhythm can create tension, such as switching close up head shots of one character arguing with another.
Audio Rhythm-Sounds that create patterns such breathing or shooting rounds of ammo.
Conceptual Rhythm-Intensifies, moves along, or calms the story. Conceptual rhythm coordinates visual and audio rhythm with the pace of your story.
Contrasting Rhythms-Two or more sounds or motions at obviously different tempos.
Legato- Music in a smooth flowing manner, without breaks between notes or a smooth flowing motion.
Polyrhythmic patterns - Use of simultaneous contrasting rhythms. A battle scene has many(poly) rhythms such as big guns, small guns, shouts, rumbles, footsteps, and explosions.
Progressive rhythm- A pattern that changes over time to more or less intensity. Progressive rhythm makes us feel that. something is in an evolving state of change. We can tell when the battle is heating up by the rhythm of the sounds and the actions of the characters running toward or away from the fighting
Repeating - The same thing again and again gives us a feeling of predictability
Rhythm and motion - When a motion repeats, speeds up, slows down it creates a rhythm. The rhythm of tai chi is slow. The rhythm of Kung Fu is fast.
Staccato- Derives from the Italian verb staccare, meaning “to detach,” and can now describe anything - not just sounds - made, done, or happening in an abrupt or disjointed way.
Visual Rhythm - When motifs such as lines or shapes repeat visual rhythm forms.
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Alt Text: A group of Peruvians walk down a road in bright clothing chocked full of stripes, flowers, and other misc. patterns.
UNITY
The textiles of Argentina unify themselves through their common usage of color, materials, patterns, and cuts. There is often a heavy Contrast between the bold rainbow hued patterns and black/navy spacing on traditional Argentinean clothing; the Repetition of stripes, diamonds, and floral patterns are all consistent in most pieces. The patterns are often extremely detailed, although each piece is unique, the detail and chaos lends itself to the unity of the clothing because every piece has a similar amount of detail/chaos. Alongside the patterns, the use of alpaca wool gives the pieces Visual unity. The wool grants a heavy, handmade quality to the clothing that is especially distinctive to Argentinean cultural costume/ clothing.
Unity - An entity that is a systematic whole. A fusion or union of parts in harmony to create a oneness. A game is a unity based on a fusion of levels.
Alignment – A common axis creates relationship, the line up creates meaning. Alignment in games can help you find your way on the map or aim true with your weapon. Alignment of troops or vessels indicates organizational strength. Maps are visually aligned with the edge of the frame. Your stats are aligned in a table.
Beat Boards - Used to illustrate major story points before the rest of the storyboard is completed. Beat boards are a series of single drawings that depict key focal points in a scene. Beat Boards can be compared to a children’s book illustration because an individual picture shows a complex story. Beat boards can serve in art direction to indicate how the shot is staged and show color strategies, using shapes and colors, but are not detailed sketches. (paraphrasedfromhttps://roshnikakad.blogspot.com/2012/02/ss2-discovering-beat-boards.html)Making sure the beat boards relate to each other creates unity.
Composition - The arrangement of visual elements within a shot. The three basic shot compositions in filmmaking are long-shot, medium-shot, and close-up.
Conceptual unity – A palm tree, an ocean beach, and a beer unify around the concept of vacation.
Contrast – Creates variety within a unit, draws the eye to a focal point, creates drama. Contrast is a unifier. Contrast is when a character or object has a strong darks and lights compared to the scene around it. Size contrast is a gigantic space cruiser compared to much smaller fighters.
Proximity– Closer distances connect elements and far apart elements create separation and sometimes magnetism
Repetition – Things that look alike relate to each other. Shapes or colors that recur in the image create rhythm and recognizable situations. Unifying Strategies – Designers manipulate contrast, repetition, alignment and proximity to create visual unity and to pull a story along.
Visual unity – A group of repeating or similar elements that create balance or form a structure
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Alt Text: A large grey demon spreads its wings amongst a fiery backdrop.
POINT
In a recent piece I worked on, I attempted to utilize Point to create an area of focus for the pieces audience. The point is the center of the mouth of the demon, it attempts to better connect the surrounding flames to the demon itself. The Focal point is the head of the demon as a whole. The angle of the background and the anatomy attempt to rear themselves to the head of the demon. I also added more emphasis on the details of the head to help create an obvious focal point. The cleanup process for the piece is ongoing. Every little Pixel helps define or muddle the silhouette and movement of the piece, hence the extensive clean.
Glossary
Point is the smallest visual component.
Pixel is a recently invented groovy word. The word “pixel” was first published in 1965 by Frederic C. Billingsley ofJet Propulsion Laboratory to describe the picture elements of video images from space probes to the Moon and Mars. A pixel is the basic unit of programmable color on a computer display. Think of it as a logical - rather than a physical - unit. The physical size of a pixel depends on how you’ve set the resolution for the display screen. Each visual composition on your screen is made of thousands of illuminated points of hue and value.
Focal point is the feature of adesign or work of art that is the most interesting or important or the most strongly emphasized.
The Point is what a player will tell a friend about the game if they like it. The point is the mission or a moving target.
The point of no return (PNR or PONR) is the point beyond which one must continue on one’s current course of action because turning back is dangerous, physically impossible or difficult, or prohibitively expensive. The point of no return can be a calculated point during a continuous action (such as in aviation). A particular irreversible action (such as setting off an explosion or signing a contract) can be a point of no return.
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Alt Text: A 3D model of a demon with ornate horns is shown in multiple angles
PATTERN AND TEXTURE
In this 3D model, created by Leti M. Vila on ArtStation uses realistic Texture Mapping to elevate the believability and aesthetics of the character portrayed. The mapping results in Visual Texture that appears almost Tactile to viewers. The surfaces appear to have ridges, bumps, scuffs etc. due to the visual texture, giving the possibly low model a realistic appearance that almost seems touchable. Gradients are spread across the cloth and skin of the figure to aid in its realistic texture.
Glossary
Pattern- An arrangement, configuration, array, formation, guide, matrix of repeated forms. Patterns create rhythm and can be used to predict and organize design elements such as using a grid. In Software development patterns are conventions for describing and documenting recurring design decisions within a given context.
Alternating Pattern- To occur in succession, such as day alternating with night. To pass back and forth from one state, action, or place to another such as alternate between happiness
Chiaroscurois- A technique of painting or drawing using a predictable sequence of light and shade to achieve a three-dimensional quality. Chiaroscuro has been digitized to give depth and dimension in every 3-D video game or animation object.
Collage- A technique of an art production, primarily used in the visual arts, where the artwork is made from an assemblage of different forms, thus creating a new whole. Collage is a prototyping process used to assemble colors, textures, silhouettes and other assets to test ideas, colors, size relationships.
Gradient-Continuous change, darkening, lightening, increasing or decreasing color saturation. A gradient is created when two or more different colors are layered to paint one element while gradually fading between the hues or values.
Grid- A rectangular system of coordinates used in locating the principal elements of a plan and depression.
Progressive Patterns- Active change, momentum by shifting in a direction, increasing, escalating, or accelerating.
Radial balanced patterns- Based on a circle with its design extending from its center. A few examples of radial balance are; a star, the iris in one's eyes, and a wheel with spokes.
Texture- The way that it feels when you touch it, how smooth or rough it is. The texture of an object depends on the unique structure of its molecules. Fur may feel soft or coarse, metal may be oiled and shine or rusted and rough.
Tactile-Tactile textures are physical, touchable textures that you can actually feel on your skin in the real world, like when you pet a cat or dog.
Texture Mapping- Texture mapping is a process in which a two-dimensional surface, a texture map, is wrapped around a three-dimensional object. When wrapped, the 3-D object acquires a visual surface texture. Texture maps create high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.
Visual Texture- An illusion of texture. Pixels or traditional drawing and painting media can be manipulated to give the impression of texture, while the surface actually remains smooth and flat. The texture on an ancient wall, a vehicle, or a creature's scaly or slimy skin increases the immersiveness of a game. Texture artist is a career path. Texture artists are close observers as they collect, organize, and use textures to create believable surfaces.
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Alt Text: A creature with multiple glowing tentacles tipped with red orbs floats in nothing
MOTION
In a recent practice I worked on, I attempted to create a feeling of Anticipated Action through the dramatization of the figure and it's pose. A Line of Action was originally drawn on the sketch and is still somewhat visible through the center of the dragon, helping to emphasize the action within the pieces pose. In contrast to the movement of the dragon and it's tendrils, I attempted to instill Stillness into the background of the piece to give the piece a eerie feeling (as If the beast had appeared out of nothing). The glow of the orbs is also intended to give the piece an effect similar to that of Optical Movement; the glow is meant to make the figure feel active.
Glossary
Motion- Action, reaction, energy, what’s happening, gestures, dynamics, mobility, exertion, labor, and progress through space. Motion varies with your story. Motion indicators In storyboards are arrows, blurred lines, smears, zooms in and out. Your character is dramatized and embodied as a personality through gestural actions.
180-Degree Rule- In filmmaking, the 180-degree rule is a basic guideline regarding the on-screen spatial relationship between a character and another character or object within a scene. By keeping the camera on one side of an imaginary axis between two characters, the first character is always framed right of the second character. Moving the camera over the axis is called jumping the line or crossing the line; breaking the 180-degree rule by shooting on all sides is known as shooting in the round.
Anticipated Action- A dramatic action frozen in time, the tension mounts, we feel anticipation. We expect the sword to swing or the finger to pull the trigger or the couple to kiss.
Camera Motion- Arrows are standard cues, a simple and recognizable way to show motion or progression in a storyboard (Figure 1).
Kinesthetic Empathy- A player’s actual movement when responding to action in a game. Leaning into a curve in a driving game is kinesthetic empathy.
Line of Action-Line of action is an artistic concept, an invisible line that captures the thrust and vitality of the movement. The line of action can be drawn by artists as the first element to capture or exaggerate the pose. (Tip: Create the line of action as layer 1 so that you don’t downplay the pose. When you have the full energy of the drawing delete the action line layer.)
Motion Blur- When your eyes or objects are in motion, the image will suffer from motion blur, resulting in an inability to resolve details. To cope with this, humans generally alternate between saccades (quick eye movements) and fixation (focusing on a single point).
Optical Movement- Optical movement is an optical illusion. Although the image is not moving, it appears to move.
Stillness- Calm, quiet, inaction, and peace. Stillness is the opposite of motion. It can be used to contrast with motion.
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Alt Text: A humanoid creature with a dark sphere for a head dips a shining sword into a pond. Arms sprout from its chest and reach for the sphere.
SPACE AND DEPTH
The piece, done by Anato Finnstark on ArtStation, utilizes Foreshortening and Size Relationships to create the towering presence of the main figure. The river widening as it approaches the view hints at it's true size relative to the figure. The Space is wide shot , giving a hand to the magnitude of the figure and is weapon in relation to its environment, and the cool tinted Atmospheric Perspective creates the feeling of a vast, deserted landscape.
Glossary
Space An area, expanse, territory, distance or range. Variable spaces expand or contract as our stories unfold. A closeup has a short range. A wide shot covers a lot of territory.
Atmospheric Perspective Value contrast and color saturation decrease with distance. Brightness increases as objects fade further into the background. In addition, objects such as mountains may appear more blue.
Diagonal shapes Pull the eye in a direction to create the illusion of depth. If the diagonal is going back like a railroad track or fence-line the eye will follow it into the perceived distance.
Elliptical Perspective An ellipse is an oval shape. Elliptical perspective provides visual clues to the location of curved surfaces in space. Look straight down on a glass of water. The rim of the glass is a circle. Move the glass to the side, the rim now appears as an ellipse. Line up the rim at your exact eye level, the ellipse now appears as a straight line.
Foreground, Middleground, & Background The 3 treatments of objects in space support design to achieve depth. This template for placing and sizing objects in the picture plane shows variations on the foreground, middleground, background configurations.
Foreshortening An object’s dimensions appear shorter when angled toward the viewer. At the same time the part coming toward the viewer is enlarged.
Linear Perspective A system used by artists in which the relative size, shape, and position of objects are determined by drawn or imagined lines converging at a point on the horizon. 1-point (Figure 1), 2-point, and 3-point linear perspective are illustrated in “How to Draw Exterior Backgrounds”.
Overlap When part of one object is obscured by another object. The obscuring object appears to be in front.
S-Curve or Winding Path In an image of a landscape, S-curve or winding path will draw the eye of the viewer into a perceived distance.
Size relationships Objects appear smaller as their distance from the observer increases.
Transparency or opacity When we feel like we can see objects through a glassy, gauzy, smoky, or dusty layer. The transparent/opacity adjustment affects the saturation and color of objects to give a feel of depth.
Vertical position Places objects higher up in the composition to appear further away.
Volume The amount, expanse, extent, magnitude, size, aggregate, bulk, dimensions, or mass of an object. The volume variable indicates the amount of territory needed for each object in a scene.
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Alt Text: A pink tined naked figure sits atop a draped shape pulling at the skin on its head.
SHAPE
In this study, I attempt to use a mixture of Positive space and Negative space to block out some of the likeness of the figure. Although there are occasional attempts at Realism, as seen closer to the center of the figure where the proportions and anatomy are more refined, the sketch overall falls to Idealism. Most of the figures proportions are Distorted, partially due to time constrains and partially due to a lack of knowledge necessary to achieve the proportions of genuine realism.
Glossary
Shape- The external form or appearance characteristic of someone or something; the outline of an area or figure. As a verb, to shape is to give a particular form. As artists, we shape our characters outward appearance by using shapes.
Abstract Shapes and Abstraction (see Non-objective Shapes) Abstract means no recognizable objects. Abstraction is a sliding scale from realism to completely non representational. Abstract shapes can be used in backgrounds and textures.
Biomorphic- A free-form pattern or design with a shape suggestive of a living organism, especially an amoeba or protozoan.
Curvilinear shapes- S-curves. Curvilinear shapes inform Jessica Rabbit’s character design and can represent a winding river vanishing into the distance.
Distortion- Exaggeration, contortion, reform, slant, twist, or warp in ways that depart from reality. Look at the Minecraft Human body example. The figure of the Minecraft doctor is distorted by the shape of the blocks.
Idealism- Asserts that the physical world is less important than the mind or the spirit which shapes and animates it. Idealists choose the soul, the mind, or the psyche over the body, the material, and the historical. When ideals (of appearance, or proportion for example) regulate the way an artist represents the world, her work can be described as Idealistic. The leading artists of the High Renaissance - Leonardo, Raphael and Michelangelo - are all associated with varying forms of Idealism, as were ancient Greek sculptors. How do you think idealism affects avatar customization?
Non-objective shapes- Have no object as a reference and no recognizable subject matter. Non-objective shapes are often used to simplify design shapes. Geometric shapes such as a triangle, square, and circle are abstract until you put them together to represent a house or a smiley face. One Minecraft block, away from the game, is anon-objective shape. Inside the game that same block, depending on it’s color and texture could represent a part of a landscape, sheep, or sword. The block as part of a character or environment inside the game would no longer be abstract.
Positive space-The subject, focal point, or areas of high interest in any composition. Negative space is the area around the areas of interest. All compositions balance positive and negative space. Yes, stuff in the negative space can point to the focal point to make it most obvious. Positive and negative create a whole. Every composition is a combination of positive and negative space. Wield the positive and negative spaces with control and story-telling magic to become a design master.
Realism, or naturalism- Attempts to represent subject matter truthfully, without artificiality or exotic or supernatural elements. In the visual arts, illusionistic realism strives for the accurate depiction of lifeforms, perspective, and the details of light and colour.
Rectilinear- A boxy shape made with straight lines. For example, the screen you are looking at is a rectilinear shape filled with little square pixels, and pixels are also rectilinear. A storyboard is a series of drawings in a linear set of rectilinear frames.
Representational- Objects that players can name. The object represents something from the real world, or something that has the verisimilitude of realism. A cartoon bunny can represent a rabbit without being realistic. Representational is a sliding scale from realism to almost abstract. 2 dots and a curve can be arranged into an abstract pattern or they can be arranged into an emoji that represents a smiley face.
Silhouette A profile or shape that is easy to identify.
Squash and stretch Shapes profiles that emphasize motion. The stretched position shows the form in an extended condition. When you do a sit up your belly squashes and your back stretches.
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Alt Text: A series of female figures bend and twist on a page used to study the movement of the female form.
LINE
This series of sketches, done by Mariia Ushakova on ArtStation uses a mixture of Explicit Lines and Gesture Lines to create dynamic poses. Each figure is blanketed with a swath of lines directing the viewer on their next supposed action; the explicit linework at the center and ends of each figure call even more attention to their action and make them all the more convincing. The Line Quality aids in the argument of the figures being 3D, allowing some pieces of the figure to appear to have depth and motion. The Lines are all generally energetic and meaningful, each figure is well thought out while simultaneously replicating the quick, unrehearsed movements of real people.
Glossary
Lines- Have both a direction and a length. Line means a mark, streak, stroke, slash, path, stripe, border, contour, striation, course, route, and track. Curved, bent, thick, wide, broken, vertical, horizontal, burred, or freehand, lines delineate shapes, forms, and spaces, volumes, edges, movement and patterns. Not only that – lines create both2D and 3D objects and figures. Lines are awesome and powerful.
Contour Lines- Indicate the edge around an object or the changes in volume within an object. Contour lines dramatize changes of plane within the form. The curve of a belt around the waist is a contour line.
Diagonal Lines- Useful to draw the eye into a composition such as toward the vanishing points. Three common types of diagonals are 1) actual diagonal lines 2)objects placed diagonally in a scene 3) a diagonal line created by the viewpoint such as the Dutch tilt.
Dutch Tilt (known as a Dutch angle, canted angle, or oblique angle)-A type of camera shot that has a noticeable tilt on the camera’s “x-axis.” The Dutch tilt camera technique was introduced by German Expressionists in the 1920s — so it’s not actually Dutch. Directors often use a Dutch angle to signal to the viewer that something is wrong, disorienting, or unsettling.
Explicit Lines- Explicit means clear, direct, and obvious. If a drawing is easy to read it may be that the lines are explicit, clean, with efficient use of variety.
Gesture Lines- Capture motion, such as in an action pose when gesture drawings are used in storyboards. The figures at the head of the Rembrandt Elephant drawing show the quickly sketched human gestures responding to the elephant.
Implied lines- In 3-D scenes a line in a scene that is not physically there but is suggested by points in the art. Implied lines suggest the edges of an object or planes within an object. The line may be broken such as a dotted line, it may be defined by value, color, or texture, or it may not be visible at all. With implied lines, our brain interprets that a line exists.
Line As Value- Has a long history. Artists have used line drawings to create value, or shading, and to achieve the impression of volume.
Line of action is an imaginary line that extends through the main action of the figure. When you draw an action figure you can capture the line of action on one layer then draw the figure drawing on another layer.
Line quality-The expressive essence of lines. Varying the line quality makes objects appear more 3-dimensional and exciting. Range in line quality heightens descriptive and3suggestive potential. A single line can change in darkness and width, can vanish all together to mentally reconnect later on an edge.
Line Weight- Refers to the thickness or thinness of a line.
Lost and Found Lines- We don’t really need a strong contour line around every part of an object because our brain will fill in the blank where the edge disappears. When a line fades out and then restarts further along the edge it is called a lost and found line. There is a lost and found line at the top of Rembrandt’s elephant behind the head. There is a strong contour line of the skull of the elephant and a strong bulge of the back, but between the 2 curved shapes the line fades out, yet we still know that the elephant shape continues.
Psychic Lines- Are invisible. Psychic lines form between characters or between a gun and a target, or a hand pointing in a direction. There is no real line yet we feel a line. Eyes looking in a direction, especially characters looking at each other create a psychic line.
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Alt Text: A wolf like creature poses for concept art with an oversized tail similar to a human spine.
VALUE
One of my recent works, a concept piece detailing a D&D boss, attempts to use Value and Space to define the creature in an action shot (far right). The use of value and space in turn draws attention to the Light and Dark values separate from the lighting of the creature, drawing more attention to the designs striking shifts in value. Overall, the design attempts Value as Emphasis as the primary feature of the design, moving from cream to onyx scaling the creature. The strong contrasts in value is both played with in the design and within the illustrations of the design.
Glossary
Value in Design- Lightness or darkness on a scale of white to black (with white being the highest value and black being the lowest value). Value is widely considered to be one of the most important variables to the success of a design.
Chiaroscuro (English: kee-AR-ə-SKOOR-oh, -SKEWR-, Italian:; Italian for “light-dark”)- The use of strong contrasts between light and dark with bold contrasts affecting a whole composition. Chiaroscuro is a technical term for the use of contrasts of light to achieve a sense of volume in modelling three-dimensional objects and figures.
Light and Dark- Every element in your design has a value from 1% black (almost white) to 100% black. Value is relative to everything in the composition. Every color has an underlying value somewhere between white and black.
Value as Emphasis- Happens when a strong contrast in value draws attention to itself.
Value and Space- Designers use dark and light values to create the illusion of light as it falls on objects. Value is used to create the illusion of highlights and shadows. Highlights and shadows combine to create the illusion of a light source. The pattern of light and dark can create dimension, volume, and mass.
Value Patterns- Appear regularly in the world, in human-made design, and even in abstract ideas such as stories. The elements of a pattern repeat in a predictable manner. Night and day is a value pattern common in stories.
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Alt Text: A series of concept art pieces that showcase medieval fantasy outfits and weapons are show on a dark backdrop.
COLOR
These concept pieces, done by Alex Lazar, utilize Achromatic Color Strategy to help convey the forms and base designs of each concept to ease communication between production departments. Color to Show Depth is utilized in tandem with the achromatic color strategy to better illustrate the figures cloth, weapons, and other design components. The Local Color is untampered with in the lineart figure (green/blue hooded concept) to reveal the placement of color on the figure for the departments down the production pipeline. The concepts are for the game Demon Souls, and thus the Palettes are overall neutral and naturally toned to better fit the medieval/ ancient theme of the game. The use of Color Psychology hints to the viewer that figures in creams, tan, gold, etc. are safe and “good”, as opposed to figures shrouded in dark browns, turquoise, blacks, etc. which denotes a more fiendish disposition.
Glossary
Visible Light Spectrum- The segment of the electromagnetic spectrum that the human eye can view. This range of wavelengths is called visible light. Typically, the human eye can detect wavelengths from 380 to 700 nanometers.
Color Psychology- The study of the effect that colors have on emotions, behavior and feelings of people.
Color Systems- classify color and analyze their effects.
The additive color system is used for colors of light such as light emitted from computers, phone screens, and projectors. Red, green, and blue are the primary colors
The subtractive color system is used for pigments such as ink, dye, and paint. Cyan, magenta, and yellow are the primary colors.
Color to Show Depth (change in color)- To use color to separate the foreground, midground, and background planes to create the illusion of depth and is commonly used in animation.
The Color Wheel (color circle)- Arranges a pattern of hues around a circle. There are several versions of the color wheel or color circle. The circle connects relationships between hues to illustrate color strategies. (see 12 Chromatic Strategies) Color wheel history goes way back.
Local Color- The natural color of an object unmodified by adding unrealistic light and shadow or any other distortion. The color that the eye observes is altered by lighting conditions such as time of day or the surrounding environment. The local color of a lemon is yellow.
Palettes- The range of colors used in a particular composition or by any person who uses color such as an artist, house painter or interior decorator. An example of a palette is Vincent Van Gogh’s limited palette of hues in his Starry Night painting. Starry Night’s palette is a variety of blues, greens and yellows. Close up video of Starry Night lets you come closer than you could at the Museum of Modern Art.
Properties of Color- Hue, saturation, and brightness. The H, S, and B in the Photoshop Color Panel stand for hue, saturation, and brightness.
Hue is the named color around the color circle such as red, orange, green, yellow, violet, and blue.
Saturation is the intensity or purity of a hue. Fire engine red is more highly saturated than brick red or the color of red wine.
Brightness is the perceived intensity of light coming from a source such as a screen. On a color screen, brightness is the average of the red, green and blue pixels on the screen. Brightness is important to both color perception and battery life on mobile devices. Brightness of a screen can be adjusted.
Symbolism of Color in Art and Anthropology- Refers to the use of color as a symbol in various cultures. There is great diversity in the use of colors and their associations. Diversity in color symbolism occurs because color meanings and symbolism occur on an individual, cultural and universal basis. Color symbolism is also context-dependent and changes over time.
12 Color Strategies
1.Monochromatic- Variations of a single hue such as a light blue and a dark blue or a greenish aqua blue and a lavender blue.
2.Achromatic Color Strategy- integrates variations of black, white, gray, and a full range of neutrals
.3.Full Spectrum Strategy- Represents the full circle of spectral colors by incorporating at least five of the base hues.
4.Achromatic/Chromatic Mix Strategy- Achromatic colors dominate the composition with a chromatic hue accent.
5.Warm/Cool: Contrasting ‘temperatures’ of warm & cool- Cool colors appear on the green/blue/violet side of the color wheel. The colors on the red/orange/yellow side of the color wheel are called warm. Emphasis is on the contrast between warm and cool achromatic: brown - gold (warm), grays - silver (cool)
6.Saturation Similarities/Saturation Contrast
Saturation Similarities: Hues may vary in this strategy, but all colors must have the same or very similar saturations.
Saturation Contrast: Hues may vary but all colors must have significant contrast of saturation.
7.Value Similarities/Value Contrast
Value Similarities: Hues may vary in this strategy, but all colors have the same or very close values.
Value Contrast: Black (or dark desaturated hues) contrast with white (or very desaturated tints of hues). The Value Contrast strategy demonstrates strong distinction of value with the strongest example being between black and white.
8.Complementary Dyad- Creates a strong hue contrast. Complementary hues are located directly opposite each other on the color circle
9.Split Complementary Strategies (based on two complements)-To create a split complementary color strategy select one hue and contrast it with the hues on either side of its complement, such as Red & YellowGreen/BlueGreen.
10.Tetrad Strategy- Uses four equilateral hues from the color circle, such as Red, Orange, Green, Blue.
11.Triad Strategy- Uses three equilaterally balanced hues from the color circle, such as primary, secondary, or tertiary.
12. Analogous Strategies- Collect 2 or 3 neighboring hues on the color circle.
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Alt Text: A blue tinted forest and pond melt into a moonlit sky
Hello, my name is Cat
This is a blog where I attempt to take a more critical look at my work, study the concepts/illustrations/designs of my inspirations, and interact with the principles of design.
AET315 Introduction to Design
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