Wednesday 19 March 2014

Unit 34 Digital processing

Photoshop tutorials
















collage work





Initial draft



Final draft






 Unit 34 digital collage


proposal




Research
general collage
visual based


type based 
specific to collage

Visual based
Type based


Moodboards
Positive side:



Negative side: 



Positive colour mood board:




Negative colour mood board:



Initial development sketches:
1.



2.




Development: collage 1












Final collage 1



Development: collage 2



Final collage 2





Self assessment form:

Unit 34 – Digital Imaging (ND Interactive Media) – May 2014
Assignment self-assessment form

Student Name: Luke Joshua Irving                            Collage subject: Charisma

What do you think about your design artwork? What do you feel about it?

I believe it came out well as an initial draft and a good basis for development in terms of added visuals like eyes, paint splatter and just general blending and lighting tweaks here and there.
I do however feel some visuals, the guitar and city landscape especially to be too blurry or distorted due to the underwater effect I tried to create with the liquify tool.
In its current state I am not completely satisfied with it as an outcome but as I said before it’s a good basis for improvement and has helped solidify a lot of my ideas for visuals layout and proportion I had in my head prior to the development phase.
What about other pieces of work you have looked at? Tell about your research


Going by my theme of my collage with the clashing of personalities or rather a personality
(shy) being outshone by a more outgoing, charismatic trait I looked into themes around contrast of images, images that blurred together with a similar colour scheme yet had something going against the code thereby standing out, leaving an impression to the viewer and to give a message suited around that image.
For example one collage I looked into was lined with blue pencils however one was raised above the others and stood out in red, really drawing my/our eyes to that point and made me see the power and impact of focal points and how I could go about implementing them into my work.

What art materials and art techniques have you been using or plan to use? What did you think of them?

Techniques I used during my initial draft for my collage varied from digital processing, so stuff like blending filters, lighting levels, effects filters and scanning and the whole digitizing process to more physical based techniques such as drawing out shapes for visuals and scanning resources gathered from the outside world e.g flowers.

With Photoshop I especially warmed too the blending options with overlay, I found they really transformed an image and to give it a splash of new colour yet still keeping original detail of textures on the object itself. And for textures itself the overlay options I had available really helped to give my backgrounds life and more stylised (seeming more to a professional standard). And for the filter effects such ash sharpen/smart sharpen I found really helped me out with my photos taken for the quality of my shots were low in what I would like them to be out or near so smart sharpen always helped define those textures for me in my images making it substantially more pleasing to the eye.




What do you want to do for your design artwork? Which styles, work by others or colours inspire your design development or initial ideas?


Looking over my research of collages I found most inspiration from the ones which had a theme around contrast of images in terms of colour and actual visual shape and design for instance my tree collage I found showing one half being green and “summery” and the other half being blue and “wintery” yet both half’s blended together in the middle making the transition seeming seamless.
Most of my inspiration from colour generally leaned towards darker colours with shades being mainly situated around purple, black, blue.
Which aspects of your design work do you think could be made better? How could you do this?



One issue I had with initial design outcome was the orange blending colour overlay on top of the wooden wheel texture (the sun rays) which I did rush in comparison to the time it took me working on other aspects and it shows because you can see on the outer edge of the wooden wheel texture the orange overlay spills off the edge and has created “splodges” here and there around the object, although initially it made me think it could be used as radiance from the sun rays having this outer glow spill over however looking over it more I just found it to be messy in comparison to my other visuals.

What have you learned so far in this project? Are you confortable-using Photoshop? Would you like any extra guidance on a specific aspect?

During this project I have learned various digital processing techniques when working with Photoshop such as blending overlays, lighting levels and filters to achieve higher quality in images. And after or near the end of this project I personally feel comfortable or happy knowing the interface an the basic enhancing tools with only some skills on some advanced tools such as refine edge being still a little unconfident in using in terms of skill.



Catherine McIntyre  critique

Name: Catherine McIntyre


What ideas, both through form and content are they exploring?
Linking her work to her past now it’s clear to see the first load of her work while working within a city contained themes of isolation, threatened and being generally cooped up however later after she had moved to the country her work began to take a lighter tone reflecting her surroundings. Judging from a large majority of her work she has paid a particular interest in nude imagery and portrays it in very different circumstances that give off different themes and feelings with each piece. That being said she seemed to always want to find a connection of some kind between the nude and with nature itself, which you can see a lot of her work shows a combination of, e.g. tree’s, horses.

What techniques were employed to produce her selected work?
Catherine stated herself that she does not use any revolutionary techniques when working on her collages, just standard Photoshop practice. And that she mainly works or plays around with layers, masks and blending modes to create her work and will rarely, if at all use Photoshop filter effects. In fact Catherine works solely with the textures she has taken photographs of when she has been out and about. She will begin a new piece of work by compiling all of her collected resources which come with variety, e.g. photographed textures/objects, scanned in objects for more texture work and some use of oil paints and drawing which too are scanned in. with all these resources gathered Catherine starts all her work with a good background with a texture and from there will gradually bring in the rest of the photos and work with her blending modes and masks. And she has no set plan, she simply goes by what her mood is feeling as she works with the images.

How does it define, critique or embrace the future?
A lot of people can see digital processing as the most soulless of art forms/techniques out there due to its heavy computer involvement. However Catherine seems to acknowledge this known fact and tries to create as “honest art” as she can so that it is still clear that even though a computer has been involved the ideas and themes behind are very real and human. For this fact also Catherine will never use filters in her work, this eliminates more of the auto computerised factor. For these reasons alone I believe she gives inspiration or possible encouragement to express themselves via Photoshop or other digital processing means due to its practicality and eventual ease of use. And even though her work remains in digital production she leans to themes of old, withered wear and tear objects for she feels they tell a deeper story and have a more intricate past than what a newer more modern object would portray.

How do you respond to its content, its construction, its aesthetics or storyline?
Looking over a few selected works from Catherine (and a brief read up on her techniques) I find her pieces to seems very real even though they are digitally processed and blended together the textures and objects themselves seem untouched by any computerised system e.g. filters in Photoshop, giving a very down to earth image I find. Most of her work is contrasting in design to where it has been produced (Photoshop) by contrasting I mean her objects and general textures, colours seem very rustic and old which obviously conflicts with the new modern day age of photo digital processing software and I simply found this to be refreshing that it is still possible to achieve works of art that focus on our roots/past and without being forced into the new. I think the reason I took to her work so much was the fact of how it was constructed because reading up and simply looking at her work it is a very similar process of how I produce my work e.g. start with a background and improvise with tone, colours on the images brought around that background and have it as the deciding factor for themes I want to bring in.



Collage design report


Collage design report

Introduction

Subject:
For my task in this digital processing unit, reading the brief I was to produce my very own collages that must show a message or some kind of symbolic message simply using a range of imagery I will have to collect myself, out and about. These collages must also be of a personal interest to me, something that reflects my inner thoughts and ideals. All this is a chance for me to prove my Photoshop skills I have developed from completing the tutorials during the unit and to have them tested.

Chosen message:
My chosen message for my two collages are the themes surrounding the idea of contrasting personalities, in this task I have chosen traits of charisma and vibrancy contrasting with isolation, reserved and just general shyness. From my proposal I gave I described the idea of using music as a main imagery point since its seen as an effective use of expression.

Imagery/resource gathering

Going from my mood boards, they really helped me to visualise possible imagery I could use and that represent a particular personality the best or different ways it could be expressed. They also served as a great source of inspiration concerning colour scheme.

Equipment used:
I used an android tablet camera to take pictures of real life objects and mainly had a Epson scanner to digitize wildlife I had found for use with texture work.

Areas explored:
For my locations for resource gathering I stuck mostly to my hometown (nailsea) it had nice textures I could used including old oak trees, rustic brick work and was the source of my guitar image. The other location I went to gather was an old country pub alongside a river, which I used for my water textures.

Imagery needed:
I wanted my two collages to be around a theme of music and nature so I wanted imagery, which clearly represented these two themes so I photographed my acoustic guitar for my main focal point and landscaper. I then had the idea of comparing vibrancy with nature for the top half of the guitar (the positive side) so I got a close up image of a mossy rock texture, sharpened it up and splashed colour over it, this was then cut out onto the guitar so it fit the shape of it. Negative side water I took a picture of a flowing river by this old country pub. City skyscraper image I actually drew out beforehand and enhanced in Photoshop. Likewise with the musical notes I also drew them out and smoothed the edges. For scanned sources I only had the main flower in the middle (sunrise/moon) and worked with vibrancy and levels tools in Photoshop.

Changes development

Research:
For my research I looked into posters produced by other people which would help give me inspiration to see how general collages are layed out and what styles they usually follow. Secondly then looking into more collages that were instead specific to my idea I had for my own collage. I looked into themes around contrasting imagery and clashing personalities finding a very good range to give me a clue on how I was going to layout my collage.

Sketches:

For my first idea I had the guitar as the main focal point and drew it in as the main landscape holder, then drawing in the sunrise and moon for the acoustic ring in the center to help further draw in eyes.

Changes for first collage:

From feedback I received I had the collage simplified in detail since it blurred any focal points away from the “clutter” so I altered the colours making the sunrays contrast more against the sky.
Then second I simply adjusted levels and blending modes to help improve the details of textures coming through.

Changes for second collage:

Finding that the background was too complex for my guitar and paint splatter I removed the two textures and instead applied one overall lighter texture background highlighting the guitar and splatter.











































Monday 3 March 2014

Unit 72 Drawing concept art for computer games

Task one

What is the purpose of concept art in games?

Concept art is essential when design is concerned in video games, ideas that designers think up need that reinforcement of their ideas to help them envision their original ideas, concept art is used for this.
it helps to visualise characters/environments and objects in a more clear and solid view rather than being clutter of imagery in the head, it also allows the designer to view the concept and work out any possible changes or improvements with the design, can help with proportions too.
it is also very useful for these concept images to be digitised for ease of transportation, can make quick changes to colour and blending modes using advanced photo software so for one idea or image you can create multiple variations and outcomes, improving the solidity of development and adding more inspiration.

Some examples of modern day concept artwork:


Nacho Yague:

We should take the other road


My views: This image has really created a deep atmosphere, with the use of contrasting colours and the colour choice itself has really defined a cold, dark, sinister mood with use of creepy imagery too which is unnatural but still at the same time keeps a realistic balance, possibly adding myth? and what i mean about contrasting colours, the red on pure white really adds that dramatic impact on the eyes since red is seen as blood, a weakness. and the use of greys and blacks add that dark feeling to the atmosphere since shadows are seen as the unknown, a fear.

Techniques/materials/processes: Sketching with initial structure and proportions and rendered developed in photoshop.

Reference: http://nachoyague.net/



WonderWoman concepts

Brendon Troy:                                                                  Eric Mconnell:

My views: Here in these two examples you can see differences with the two images where one idea has been adapted or developed in a different way from the other, showing how you can apply countless variations of the same idea but achieve a different feel or mood in each. In Brendon Troy's concept its done in very dull and dark colours creating more of a serious tone and slightly more realistic to the other whereas in Eric Mconnel's concept is much more vibrant and clear cut between shapes and colours adding more of a positive outlook with the theme of comic book style induced, so much more cartoonised than Brendon's.

References: Eric Mconnell (http://hedgehawke.deviantart.com/art/WW-Copic-colors-web-431135062)
                   Brendon Troy (http://brendan-toy.deviantart.com/art/Wonder-Woman-388558605)


Georgia Papagana:

Artemisia


My views: This example is of a concept idea un-rendered and not put through digitisation and developed in photo software (e.g photoshop). instead it has just simply been sketched, its in this image you can really see the different perspectives and a sense of proportion, solidifying the initial thought in the head, making it more applicable to a possible animating/3d software? since most sides of the sketch has been covered making it easier for the application in a digital environment (another good use for concept art), can also give you an idea of what hidden parts may look like or an how alterations in layers of clothing and accessories can change the look of the character.

Techniques/materials/processes: Pencil drawn, coloured pencil shaded, line art.

References: http://www.deviantart.com/art/Artemisia-Character-design-70648479


Hyung-tae Kim:

"Kim began his video games career working in the field of background music, then shifted to art and design. He has branched out into the comic book industry, serving as a guest cover artist, and has contributed to the Udon street fighter series." 



My views: In this environment concept by kim you can see how he has the basic green and mountainous landscapes however he has played around with these same textures and mountainous themes to create something otherworldly (e.g a spaceship), blending into the environment as if it were originally part of it (it probably was).
clever use of shading really adds to depth of image giving a clearer scale of how big the mountain spaceship is in comparison to the landscape below.
i like how the floating structure seems effortless and stable up in the sky and even though no movement has been indicated the cylindrical sub structures give me a sense that they are rotating freely to the rest.

Techniques/materials/processes:

References: 
http://www.creativeuncut.com/gallery-16/bs-village-by-day.html
http://en.wikipedia.org/wiki/Hyung-tae_Kim



Jan Urschel: 
"I am a freelance concept designer and illustrator working in the entertainment industry, designing for feature films, video games and book/CD covers among others. I used to work for LucasArts and Ubisoft and I am currently based in Singapore. Projects I worked on include Assassin's Creed 4 - Black Flag, Star Wars 1313, Star Wars: First Assault and the latest entry in the Command & Conquer series"


My views: i love the outlandish proportions of the wheels in this image and how you can really get a sense of how big they are by looking at the populace on the ground for a comparison, however although over the top still reasonably believable which i think is a hard balance to achieve but when achieved works great.
Nice gritty texture on the two background wheels, i feel adds more life to an image or object if it is shown to have wear and tear and just generally roughed up, like it has a story to tell.

Techniques/materials/processes:

References:
http://hendrix-design.com/about/
http://hendrix-design.com/kw7flt9lu4u698ylb2v6q1qxct691m





Task two

Drawing experiments:



drawing of motion





perspective drawing



Human anatomy





Task three

Drawing resources for final poster:

Assassin





Task four