Hey Vlad - okay - before you press that button then... I think there's a bit more room here for some enhanced theatricality - for example, the blue tones implied by the matte painting are not making an appreciable impact on the model itself - I know the matte painting isn't a light source, but it does seem as if the separation between the model's lighting and the characteristics of the matte painting are two separated. For example, the blue light on Agnes is totally different to the tones in the matte painting. I can't help but observe too that if the lantern was more orange, you'd be setting up some rationale for some string, punchy accent lighting, more evocative of 'for animation' set-ups: for example:
Right now, you have a painting and a modelled tableau and I don't think there's enough sensitivity on show here in terms of the means by which you might draw the two worlds together more convincingly - what do you think?
Oh - and in terms of ensuring your 'Art Of' is as 'self-explaining' as possible, make sure you give a page or too to your project's 'communication context' - which means for you giving some thought for what this model is 'for' (i.e. part of an imagined animation or game or series of illustrations for a book or....). You need to make sure you're not just asserting this asset as something you made to satisfy a project brief - it's really important for you that you're able to put some context around this project in regards to the way the outcome is expected to synch up with something else or be used in a particular way for a particular reason. Likewise, don't forget to include your research pages - again, giving the casual reader a proper over-view of the folk-lore and of existing representations and you being able to demonstrate why you've chosen what you've chosen to do etc. Simple advice would be to treat your Art Of as a document to be read not by you, not by me, or by Alan, but by the external examiner who will be coming to your project completely cold and without prior knowledge of you, your ambitions, or your skillset. Think of it perhaps as a 4 chapter structure: chapter 1 - context/research/visual concept defined: 2 - concept art/production art/ orthos etc - 3, Production (an exhaustive and creative unpacking of the tech in service of your art) and 4: Showmanship - final renders, close-ups, details - and perhaps too a mock up of a page from whatever publication or context the model is designed for, to give a final and conclusive sense of how this work fits into a larger commercial/artistic world. It's really important, Vlad, that you give this articulation of your Major project sufficient time and investment to ensure your project is communicated completely and cleanly. Let me know if you have any questions :)
Hey Vlad - okay - before you press that button then... I think there's a bit more room here for some enhanced theatricality - for example, the blue tones implied by the matte painting are not making an appreciable impact on the model itself - I know the matte painting isn't a light source, but it does seem as if the separation between the model's lighting and the characteristics of the matte painting are two separated. For example, the blue light on Agnes is totally different to the tones in the matte painting. I can't help but observe too that if the lantern was more orange, you'd be setting up some rationale for some string, punchy accent lighting, more evocative of 'for animation' set-ups: for example:
ReplyDeletehttps://i0.wp.com/media2.slashfilm.com/slashfilm/wp/wp-content/images/princessandthefrogconcept3.jpg
https://s-media-cache-ak0.pinimg.com/originals/a6/cf/20/a6cf203fd6c2d882ac3ff72bf16c1cbf.jpg
Right now, you have a painting and a modelled tableau and I don't think there's enough sensitivity on show here in terms of the means by which you might draw the two worlds together more convincingly - what do you think?
sorry - 'strong', punchy lighting!
DeleteOh - and in terms of ensuring your 'Art Of' is as 'self-explaining' as possible, make sure you give a page or too to your project's 'communication context' - which means for you giving some thought for what this model is 'for' (i.e. part of an imagined animation or game or series of illustrations for a book or....). You need to make sure you're not just asserting this asset as something you made to satisfy a project brief - it's really important for you that you're able to put some context around this project in regards to the way the outcome is expected to synch up with something else or be used in a particular way for a particular reason. Likewise, don't forget to include your research pages - again, giving the casual reader a proper over-view of the folk-lore and of existing representations and you being able to demonstrate why you've chosen what you've chosen to do etc. Simple advice would be to treat your Art Of as a document to be read not by you, not by me, or by Alan, but by the external examiner who will be coming to your project completely cold and without prior knowledge of you, your ambitions, or your skillset. Think of it perhaps as a 4 chapter structure: chapter 1 - context/research/visual concept defined: 2 - concept art/production art/ orthos etc - 3, Production (an exhaustive and creative unpacking of the tech in service of your art) and 4: Showmanship - final renders, close-ups, details - and perhaps too a mock up of a page from whatever publication or context the model is designed for, to give a final and conclusive sense of how this work fits into a larger commercial/artistic world. It's really important, Vlad, that you give this articulation of your Major project sufficient time and investment to ensure your project is communicated completely and cleanly. Let me know if you have any questions :)
ReplyDeletesorry - page or *two* - was typing quickly!
ReplyDelete