Monday, November 15, 2010

week 12

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.

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.

Monday, October 25, 2010

w9_HW

the image above is a poster for the movie wall-e. we can see in this example different cues of space, depth and dimention that help us to understand better the composition of 3dmentional objects on a 2dimentional surface. relative size, atmospheric, texture gradient and overlap.

Tuesday, October 19, 2010

W8_HW


in the example above from a 3D software we can see how lighting has a very important role in defining the toning of the basic shape of the sphere in the picture. we can see the different values that allows us to see the 3dmencional form of the sphere. the juxtaposition of the different values help to create an illusion of lighting and shadows.





in the two images above we can see how important is the color applied to the object. we can see the color projected from the light onto the surface the screwdriver is on. we notice that the color reflected off the floor is a little different, the color from the transparency and the color of the floor mix to create a different Tone (value) to give a realistic color perception. also we can see the tone of the yellow in the screw driver where the color gets darker to imply shadow and emphasize the grooves on the handle.

Tuesday, October 12, 2010

in this first example we see the very early stages of developing the character for the movie. as you can see the character based on basic lines that create SHAPES that define the character and it gives us an idea of how the character will end up looking like. this basic shapes can easily describe an endless combination and variation to delivered physical forms that can be picked up easily by the viewer.

this example of the modeling in 3d of a character's head, allowes us to see that in the early stage of this process, the LINES are used to previsualizar a palpable form or shape which id does not completely exists, exept in the imagination of the viewer. in the secon part of the picture you can see that basic lines can create images with a lot of detail when applied correctly.
in this, even though is drawn with only one color, it is possible to see the details regarding the 3dmentional shape of the character thanks to the toning of the lighting and shading of the character. we can see a pop up effect thanks to the darkening of some parts in the body, where the things that are closer seem to be darker than the other other ones that seem to be in the back because they are lighter in tone. we can disthinghish light from shadow thanks to the overlapping of both.

Tuesday, October 5, 2010

WK6 HM

this was the early stage of the character below. notice the big difference in design. a complete make over was given to this character in comparison, only keeping the color of the character.
the character is balance vertically but I think that the tentacles he has for legs in this picture are drawing the viewer, sharpening the body of the character on the lower part, making the face of the character to be kind of forgotten since there is nothing else about this version appealing to the viewer, apparently no arms, glasses and a frown on his face.
I am trying to get into digital animation, and one of the branches in the industry is character design. here you see a character from the movie monster in the last version of the character. the artist really are able to convey the characteristic needed to pull of a scary looking yet friendly monster. I don't know how to use the syntactical guidelines in this case but I will give it a try. the character is well balance, there is not anything in his body that distract me, or that looks out of place. if we were to put a felt axis in his body as he is, the posture he has with his back hunched a little helps to balance the picture. even the lights and shadows seem to have harmony with the character.