Illustrated Journal: Week 11- Day 2

Comic Project- Half of Rough Draft

The gutters of this image are very important, both in their direction, as well as orientation. They give importance to panels, and direct the reader through the page.

Figure Drawing- Faster Pose Drawing Method

Coming from a video a peer showed me, this was a method of making drawing the figure much faster and more fluid. Whereas many begin with a stick figure and fill it out with shapes, with this method you do extremely rough shapes, and create the figure from there. It takes out an entire step, and creates a figure that is less stiff.

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3D Animation: Character Model- Head

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Illustrated Journal: Week 11- Day 1

Comic Project Sketches

Page layout and Character sketches

Landscape Practice Sketch

Notes

Character Drawings, focusing on eyes

Character drawing, focused on major poses.

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Illustrated Journal: Week 10- Day 2

Comic Concept Art

Character Creation is starting slow, but should pick up soon.

It’s hard to come up with something without being reminded of other pieces of your life that have subconsciously spilled into your work, but if that never happened, you wouldn’t be you.

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Skeleton Observation Piece

For this image, we were to do a study skeletons and how they conform with figures. What I chose to do was to take a commonly known figure and give it an extra layer, adding an inner skeleton to the Statue of Liberty.

Reference Image

The Statue of Liberty gives a good use to study the line variety within clothes folds, the folding over pieces being lighter than the draperies that make up the bottom and her left sleeve.

The pairing of green and orange is one that is both based on a historical aspect, and a design portion. The Statue of Liberty was made of copper, so originally it was a brownish orange shine, but as time went on and it was exposed to oxygen, it became a bright green color. The bright green brings out the orange, extruding it and pushing it into the viewers sight.

I wanted the image to have an x-ray feeling to it, so I made the clothes folds overlap the skeleton, as well as adding some green shades to the edges, and very heavily folded areas of the skeleton.

To give the illusion of shading, I created this defined value change in the greens and oranges that led to this light and dark comparison throughout the image.

The head was a big focus, so I highlighted it by giving it the greatest amount of variety. The intense variety change, the repeating black rectangles in her crown leading you to the edge like train tracks, the fluid transition from a lighter orange to a brownish tint, all congregating to create a starting point for the image to go from. All of the other shadows direct you to the head as well, from the bottom piece of cloth that opens up, an edge pointing to the head, the repetition of the curved lines in her open sleeve bringing the viewer up the image, the darkness under and around the torch pushing the viewer back down her face.

The medium used created a good composition, but did not entirely create what was intended. The inside was to be a more metallic skeleton, with a shine on it. A way I could have created this was by not coloring a portion of the skeleton to give a shine to it.

To incorporate digital media into the project, I scanned my image to get the best color, and I enhanced the levels to bring out the colors more.

Citation for Reference

“Statue of Liberty, The Symbol of Freedom.” Traveldigg.com. Traveldigg.com, 26 May 2016. Web. 05 Apr. 2017. http://traveldigg.com/statue-of-liberty/

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3D Character Model- Reference Images

Front View

Side View

Back View

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Observatory Room Interior- Final Renders

 

For this project I was given the contemporary style of home design. General contemporary rooms are created with mostly monotone colors, mainly being grays and whites, with some splashes of color used to pop out more so from the colors of the walls and floor. Contemporary rooms are mostly lit by natural lighting, having large windows and sliding glass doors. These were the main principles that I based the design of my observatory off of. I thought of a volcano observatory, but I wanted to take it a step further by putting the observatory inside the volcano, surrounded by magma and molten rock.

The good portions about my room are for one, the models. Everything looks like and is shaped like an actual piece of furniture, like the bookshelf and the books for instance look as if they could be placed in someones home where you can pick up and start reading a book. The lamp has a nice shape to it thanks to the curve tool My only problem is that I could have made them more detailed, mainly the couch since it doesn’t have many creases or seams to it.

This room has two pig problems with it. One of them is lighting. The magma is underneath, and there is an orange glow to the room, but it doesn’t look like the magma is the one casting that orange light. This is most likely due to the settings that the glass floor are on. The lighting from the lamp seems unrealistic and too yellow. The other problem with this image is the textures. Many of them don’t seem to fit the object, as well as seem too plain, such as the computers and their monitors. Even if they have good models, if the textures aren’ good it could turn out terribly.

Something that I have a hard time with, not just in Maya but in many other projects, are the use of space. If I am either drawing or modeling a room, it will generally seem like a room that someone could not live in, where the ceiling is too short, or a doorway is too small, or every object in the room are too close together to the point where someone could not walk through it. The problem with my observatory is the lack of space that is generally associated with contemporary design.

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