Mechanical Marvel - Evaluation (2D)
The theme of my work was 'Mechanical Marvel'. This implies anything robotic or mechanical from any time era/period. Essentially, anything that is machine or machine-like whether that be mechas, robots, humanoids or anything of that kind. This was our theme for this project.
My ideas took a slow development over the course of the creative/design process. What I mean by this is what initially my ideas were very whimsical and cartoony. One I started doing more extended research such as (texture experiments, secondary research etc) I realised I wanted a more serious look and appeal for my final. Having made this switch I needed to take my initial ideas and from this push out some developed sketches. which is what I did. I drafted out four or five designs for this area.
The small parts of this process were the texture experiments and silhouette designs. These were quick, short ideas I got down on Photoshop to help me see and look at how I could alter my design from a primitive aspect. For example, I'd do a quick splash of colour (black on grey) and from this see what shapes and designs I could come up with looking at no inspiration. I felt this was extremely useful. The same rule/method applies for the texture experiments but this was from a texture-based viewpoint. What I mean by that is seeing how and what textures looked good simply from a basic design standpoint. These were both basic drafts but played a vital part in my final design.
Lastly was the final Photoshop concept piece. For this I wanted to ensure not only for the 2D work but also the 3D work that this design would be as problem-free as possible. Having that said it wasn't that way exactly. The method I followed for this final concept piece was to get the basic sketch and outline down first. I knew I needed this more than anything else. From this point I added in a shadow for realism and blacked out the inside of the outline so it didn't blend with the background layers.
After this to continue with that realism I was after I needed to determine a lightsource and once I did, I began adding light layers of grey and white for highlights as and where they were needed. Then finally to complete it I added various layers of basic grunge metal textures and brushed/scratched metal textures. Reason I added so many was again to complete the realistic effect I wanted.
In terms of reference material, I found more than enough. More so in the secondary research rather than primary however, I had huge influence by cars and more specifically a rubbish truck. But as mentioned my secondary material spread across art from pinterest, deviantart and artstation. I really wished I used more research in the primary source area.
The materials I used in this were pretty lackluster. I stuck to an all-digital approach and only really used the pen and tablets as well as well as Photoshop. Photoshop was the main tool used for all of my drawings, textures, moodboards, mindmaps and design sheets. The reason for me using them was simple because since I only took a digital approach these were the only materials I could use.
My research did affect my development majorly due to things such as my artist interpretation and texture experiments. The reason being is because for my artist interpretation we were tasked to complete a piece of art in the artist's style and workflow. Of course, there were techniques I didn't know before that I do now and could use for my own designs.
As a whole my research was useful, greatly. Without this my design would be what it is.
I had no art movements or cultures that inspired me. However the artists Aaron Chen and Adam Wesierski because both of these artists are digital-only and both focus primarily on robotic and mechanical characters. Of course looking at their designs and work, I took major inspiration in the structure, formation and look (textures etc) of their designs.
The one technique I employed for my 2D work was the use of polygonal shapes and how they can create a sharp and clean look with minimal effort. All I had to do was change the opacity and that is all. So this was something I learn't new that I never did before.
Although this was a new technique I picked up on I didn't incorporate it into my final because of the consistency in my designs thus far. I didn't want to change the design so drastically.
My work for the most part didn't change all too much other than the shift between serious realism and whimsical 'disney' esq initial sketches. That was the only change in my work that I noticed.
No. There was no research I had to investigate further. I understood all of my research at first look.
I have used all formal tones of art such as shape, colour, tone and texture and I feel as though my work confidently shows that through the screenshots of progression in my work. More so in the final concept that any other piece, however, those elements are evident throughout my 2D work.
Tone is one formal element of art that speaks to an audience and conveys a message. It conveys either a negative one such as war, peril or despair if the use of tone is overly done however it can also convey a message of victory and victory. This is all down to the use of tone. For mine, personally I wanted the message of aged, war, withered etc. This is shown in my consistent use of scratched, dark metallic textures and use of shadows/dark colours.
I believe I was successful in the conveying of this message. Why? Because when you open my final photoshop piece you get that sense of withered down war machine. Maybe it was a machine that took part of a losing battle, who knows. Still, it is clear that my design conveys that through the dark, grungy and vacant visuals that it conveys exactly what I wanted it too.
I am proud of my design, yes. I would have to say more specifically the central, upper body of it. I felt this exemplified the look of hulking war-torn machine, which is exactly what I wanted.
I felt my work in comparison to my research such as Aaron and Adam's robots both communicate the message I mentioned earlier. This message of history, age and I guess in a sense story behind these war-torn machines of battle. All war veterans have stories to tell and although these cannot speak and tell the story, it doesn't mean there isn't one behind them. I felt that is what I did well, especially in comparison to my researched artists and influences.
I am very happy with my final piece and would change nothing with it. I felt I executed the look and feel of my design exactly how all my inspired artists did. So no, I wouldn't change anything.
After this to continue with that realism I was after I needed to determine a lightsource and once I did, I began adding light layers of grey and white for highlights as and where they were needed. Then finally to complete it I added various layers of basic grunge metal textures and brushed/scratched metal textures. Reason I added so many was again to complete the realistic effect I wanted.
In terms of reference material, I found more than enough. More so in the secondary research rather than primary however, I had huge influence by cars and more specifically a rubbish truck. But as mentioned my secondary material spread across art from pinterest, deviantart and artstation. I really wished I used more research in the primary source area.
The materials I used in this were pretty lackluster. I stuck to an all-digital approach and only really used the pen and tablets as well as well as Photoshop. Photoshop was the main tool used for all of my drawings, textures, moodboards, mindmaps and design sheets. The reason for me using them was simple because since I only took a digital approach these were the only materials I could use.
My research did affect my development majorly due to things such as my artist interpretation and texture experiments. The reason being is because for my artist interpretation we were tasked to complete a piece of art in the artist's style and workflow. Of course, there were techniques I didn't know before that I do now and could use for my own designs.
As a whole my research was useful, greatly. Without this my design would be what it is.
I had no art movements or cultures that inspired me. However the artists Aaron Chen and Adam Wesierski because both of these artists are digital-only and both focus primarily on robotic and mechanical characters. Of course looking at their designs and work, I took major inspiration in the structure, formation and look (textures etc) of their designs.
The one technique I employed for my 2D work was the use of polygonal shapes and how they can create a sharp and clean look with minimal effort. All I had to do was change the opacity and that is all. So this was something I learn't new that I never did before.
Although this was a new technique I picked up on I didn't incorporate it into my final because of the consistency in my designs thus far. I didn't want to change the design so drastically.
My work for the most part didn't change all too much other than the shift between serious realism and whimsical 'disney' esq initial sketches. That was the only change in my work that I noticed.
No. There was no research I had to investigate further. I understood all of my research at first look.
I have used all formal tones of art such as shape, colour, tone and texture and I feel as though my work confidently shows that through the screenshots of progression in my work. More so in the final concept that any other piece, however, those elements are evident throughout my 2D work.
Tone is one formal element of art that speaks to an audience and conveys a message. It conveys either a negative one such as war, peril or despair if the use of tone is overly done however it can also convey a message of victory and victory. This is all down to the use of tone. For mine, personally I wanted the message of aged, war, withered etc. This is shown in my consistent use of scratched, dark metallic textures and use of shadows/dark colours.
I believe I was successful in the conveying of this message. Why? Because when you open my final photoshop piece you get that sense of withered down war machine. Maybe it was a machine that took part of a losing battle, who knows. Still, it is clear that my design conveys that through the dark, grungy and vacant visuals that it conveys exactly what I wanted it too.
I am proud of my design, yes. I would have to say more specifically the central, upper body of it. I felt this exemplified the look of hulking war-torn machine, which is exactly what I wanted.
I felt my work in comparison to my research such as Aaron and Adam's robots both communicate the message I mentioned earlier. This message of history, age and I guess in a sense story behind these war-torn machines of battle. All war veterans have stories to tell and although these cannot speak and tell the story, it doesn't mean there isn't one behind them. I felt that is what I did well, especially in comparison to my researched artists and influences.
I am very happy with my final piece and would change nothing with it. I felt I executed the look and feel of my design exactly how all my inspired artists did. So no, I wouldn't change anything.
No comments:
Post a Comment