juxtaposition, irregularity, complexity, fragmentation, intricacy, spontaneity, activeness, variation, depth, diffusion, randomness.
juxtaposition, balance, neutrality, simplicity, unity, variation, depth, sequentility, asymmetry.
even though both images have some of the same visual techniques. the composition and message between the two are very different. in the image above we can see that the composition is much less structured and it feels very animated and free, although all the characters are separated from each other in a random way they still retain their individual character. the image below te composition is much more structured and in a way predictable, nothing seems to be out of the ordinary or chaotic. it seems controlled and very easy to to look at, where as on the other image the eyes are constantly moving to be able to scan every part of the image.
Monday, November 15, 2010
Tuesday, November 9, 2010
Week 11 CONTRASt
in the image above we have a good example of contrast and creativity. we have two very different characters that portrait different messages. in one we can see hardship and the past, on the other we can see the future and hope. on one hand we have the rather dirty and obsolete piece of junk robot who looks old and worn out . on the other we have the brand new state of the art very conspicuous robot which looks less complex. durable and efficient. this contrast in character design is successful because we have both characters that need each to perfectly balance each others roles. if we had two of the same characters then there would be no contrast, and it would be very difficult to distinguish them from one another.
the two images above are example of two different interface of the 3D animation software. in the one above you can see that is easier to interact with the menus, the contrast created by the gray background and the white color in the menu boxes makes a pop out effect that meakes them more noticesable. on the image below we have the newest version of the same 3D software. the sofware itself is the same but the interface has change dramatically. there is almost no contrast between the background and menus. this makes it very difficult to interact with commands. the options on the interface are very difficult to distinguish because the icons are all very similar in color and tone. the designers I think try to give the user a less brighter and eye friendly interface, but they fail to make things easier for the users because is very difficult to maneuver because of the lack of a balance contrast in tone between the menus and background.
Monday, November 1, 2010
WK_10 HW
the poster above is from the movie car. we can see that there are some motion cues that make the character look as if it was moving. we can see the illusion of direction from the front lights of the car and the blur in all the background. these two main cues in the poster are key to succesfully imply motion in the image, if we were to take the background away the character in the poster would look motionless.
in the image above we can see how motion is succesfuly applied. the animators chose to make it look as if the enviroment around the character was fading away. the curve of the street and the direction the charcter is facing make our eyes automatically go to the left end of the image. the houses and the trees are overlapped by the road, and therefore it looks as though the were farther away. without the curvature of the road and the overlapping of the houses and the tree with the road, it would be very difficult to see any king of implied motion.
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