Saturday, November 17, 2012

Ch: 10 Emphasis

Chapter: 10 Emphasis

 
         As designers we use emphasis a lot to convey what we want the audience to focus on. Why we emphasis is to help that vocal point stand out or that one object we want to be the main part of that design. There are so many ways you can emphasis in your design, from color, shape, value texture, positioning scale, the list is pretty wide. Every little thing you adjust helps bring out what your trying to tell your audience.


        The screenshot below form Assassins Creed 3 you can see how the value in the picture is showing emphasis on the assassin in the middle of the picture.Everything around him is of a darker value and less detailed making him stand out and become the vocal point.


 Bennett, Matthew. "Gamescom 2012: Assassin’s Creed III Naval Warfare Trailer." Gamescom. EGMNOW.com., 14 Aug. 2012. Web. 2012. <http://www.egmnow.com/articles/xbox_360/gamescom-2012-assassins-creed-iii-naval-warfare-trailer/>.


  • Collage- Is a design made by placing several different materials on a paper.


         In most  Grand theft auto games they all ways have a collage of screenshots to emphasis the idea of the game and tittle. Each panel or picture in the collage help supports the idea or vocal point.


Jones, Rob. "GTA V Info Is Revealed, Three Protagonists and Largest World to Date." Gamereuphoria. GamerEuphoria, 9 Nov. 2012. Web. 2012. <http://gamereuphoria.com/2012/11/gta-v-info-is-revealed-three-protagonists-and-largest-world-to-date/>.


       By blurring out the background in this design from Skyrim. The design emphasis's more on the warrior than the background making him the focal point for your audience.


Cheong, Ian M. "Skyrim Hearthfire DLC Lets You Build Your Own Home." Gameranx. Gameranx., 28 Aug. 2012. Web. 2012. <http://www.gameranx.com/updates/id/8865/article/skyrim-s-hearthfire-dlc-lets-you-build-your-own-home/>.

Friday, November 16, 2012

Ch: 9 Balance

Chapter: 9 Balance


        Balance is very helpful when we look at a design, it can show size and proportions to something, empathizes on an objects importance or make the design easier to look at. having a bigger object in a picture you'd balance this out by having a smaller object in the picture. you can even balance a design just by placing objects at certain areas of the paper.

  • Bilateral Symmetry- an object is in the same position as another object but right across from it, making it seem as if it was a mirror image.


        Ratchit Vs Jak you can see that there is Bilateral symmetry. They may not be the same person but they are in the same spot just across from each other and mirroring one another. You could draw a line straight down the middle and it would be even, excluding the helms getting in the way.



 "Jak and Daxter." Fanpop! Fanpop, Inc, 2006. Web. 2012. <http://www.fanpop.com/clubs/jak-and-daxter/images/1342986/title/jak-vs-ratchit-photo>.

  • Axis- weight in the design is distrusted equally on each side of the axis.

         In the Sims 3 screenshot you can see the balance of the design. Each side has the same number of Sims and diamonds. The logo is positioned right in the middle giving balance to both sides.


Nicks. "Sims - The Sims Picture." Stuff Point. Stuff Point, n.d. Web. <http://stuffpoint.com/the-sims/image/20264/sims-picture/>.


         Call of Duty Black ops you can see how the jets give the soldiers more of a balanced look instead if they weren't on the right hand corner of the screenshot.


Bell, Lee. "Black Ops 2 Zombie Mode Debuts in a Video Trailer." The Inquire. Incisive Media Investments, 27 Sept. 2012. Web. 2012. <http://www.theinquirer.net/inquirer/news/2208701/black-ops-2-zombie-mode-debuts-in-a-video-trailer>.


Thursday, November 15, 2012

Ch: 8 Scale & Proportion

Chapter: 8 Scale & Proportion


          Scale and proportion are pretty much the same thing, they each have to deal with size. Proportion may refer to size being measured up against other objects while scale is more. For an example having a toy fire truck beside a real fire truck in a garage. With these two objects right up to each other you can tell it's proportions to one another and it's scale to every thing around it.  Scale and proportions help us in art by emphasizing how real an object can be by placing a object that is naturally bigger than it beside it. When showing the importance of a symbolic figure you can use scale and proportion. Making that symbolic figure bigger than the rest of the objects in that design shows it has more power, it's bigger! You can change the scale of an object to emphasis on it more or make it the vocal point in your design, this is called Surrealism. Enigmatic is another way, simply make things way out of proportion to one another, such as a small apple sitting beside a giant worm.  This can show the impact of that apple or the meaning your trying to share with your audience


  • Enigmatic- Having objects bigger than they should be in the world.

          In this screen shot from World of Warcraft the Pumpkin in the field is a lot bigger than it really should be compared to the Pandarian. 



             "Breakfast Topic." Wow Insider. AOL Inc., n.d. Web. 2012. <http://wow.joystiq.com/category/breakfast-topics/page/2/>.


  •  Surrealism- Something changed to look way different than it really, should such as if isn't a tree but really is.

         Seen in this picture the tree's basses are distorted to give them a different look, yet they still are a tree.
       Boe, Derek. "Media/Video Game Surrealism." Playedtodeath. WordPress.com, n.d. Web. <http://playedtodeath.wordpress.com/2011/07/04/mediavideo-game-surrealism/>.

         In this screenshot form Halo4 we can see the proportions between the Mammoth (larger vehicle) and the warthog (smaller vehicle.) With the surroundings you can see their proportions to the real world as well.


Miller, Matt. "Halo 4." Gameinformer. Gameinformer, n.d. Web. 2012. <http://www.gameinformer.com/games/halo_4/b/xbox360/archive/2012/11/01/halo-4-review-343-industries-balances-old-and-new.aspx>.

Thursday, November 1, 2012

Ch: 7 Lines

                                                                  Chapter: 7 Lines


        We all should know what lines are by now. We see lines in everything, just stop and look around the area your in. I'm sure you can find a line some were. With lines being so common you'd think eh lines don't matter that much. Your wrong, lines can make and brake yous design. Each line can help define a object or show the intensity of that object. Plus how think, thin, light, and dark can even change the mood of your object. There are many different types as lines as well.

~Cross Contour-Lines that appear to wrap around the object outlining it at an angle.

       As seen in this picture God of War series. The background is blurred but gives it a look as if was outlining the man and the blood looks as if it were doing the same.

                          Seibold, Witney. "CraveOnline." Crave Online. , LLC. CRAVEONLINE MEDIA, n.d. Web. 2012.                  <http://www.craveonline.com/videos/filmtv/00010210/the_spirit__vfx_featurette.html>.

~Implied Line- Is were several points are placed so that your eye automatically connects them together.

           You can see there is no real line on this picture connecting the two dragons from Spyro together, but your eye makes a imaginary line when you look at it. You know that the tow are connect by how they are placed in the picture even with out that be line in your face.
 "Spyro the Dragon (PS)." Game Stop. CBS Interactive Inc, 9 Sept. 2009. Web. 2012. <http://www.gamespot.com/spyro-the-dragon/images/39034/>.

~Psychic Line- There is no real line but we feel as if there is.

        Broly's arm isn't a line but to your eye it's connecting him to Goku form Dragonball Z.
Kramer, Jason. "Dragon Ball Z: Tenkaichi Tag Team." Gamesradar. Future US, Inc, 1 Nov. 2010. Web. 2012. <http://www.gamesradar.com/dragon-ball-z-tenkaichi-tag-team-review/>.

Friday, October 26, 2012

Ch: 6 Color

                                                            Chapter: 6 Color


         It's not just artists that deal with colors, every day we do. Just waking up we see colors right in front of us and getting dressed. Trying to figure out what shirt goes best with those pants. We are always surrounded by color. Our life rotates around it, with out red we wouldn't know when the traffic lights tell us to stop. Colors are a essential to our every day life.

~Additive System- Is a color mixing system that has to deal with light.

~Subtractive System-Is a color mixing system that that creates the visual of color.

         We see this all the time. It's when the light rays hit a object and it reflects off the pigments in that object. It comes back pink to us with additive system or comes back every pigment but blue when it's really blue with subtractive system.

~Primary Colors- the three main colors red,yellow, and blue.

           Primary colors are what makes up every other color adding more blue to yellow can darken the out come of the green and adding more yellow can lighten it. Depending on how much of each color we adds changes it's hue. Which makes more colors such as cyan, forest green, maroon, and pink. There are many more but those should be some colors you've seen before to give you and idea. When the primary colors of light overlap it makes white light, something to keep in mind.

~Color Constancy-The viewer sees the color staying the same even under a different light.

~Constancy Effect-Allows us to see size, form, and color even if stuff changes.

         With this if the color constancy is right we should see the same color even if the light changes, instead of changing the color to a darker or lighter it will stay the same. This goes the same with constancy effect, nothing at all should change to use.


~Hue- Is the color wheel or the name of the color

~Spectrum- Many different kinds of color made from a white light and a prism.

        The hue and the color spectrum helps us see all the different colors out there. Lets you know the name of each color and were it sits on the dark and light scale. This can give you a hand in shading instead of having to guess to see what color is darker or lighter.

Hue:

                This picture should give you and idea of what a hue looks up and how its' set up.
 "Hue." Color Academy2006. N.p., n.d. Web. <http://www.coloracademy.co.uk/ColorAcademy%202006/subjects/munsell/page1.htm>.

~Color Wheel- Is a giant wheel that has all the primary colors on it and them combined in a circle.

       The color wheel is useful it gives you a basic idea of what the primary colors look like when combined with one another in different shades. It stars off from light to dark or dark to light. So you know were that color rest on the warm and cools. When you mix your primary colors it's known as secondary colors. You can also mix secondary colors and primary colors on your color wheel and get tertiary colors.

Color Wheel:

Here is a small example of how you should set up a color wheel and they should look. Should give you some ideas of some colors you can get from mixing.

                 Casey, Todd M. "Color Wheel/Color Theory." Todd M. Casey - Fine Art. N.p., Mar. 2011. Web. <http://toddmcasey.blogspot.com/2011/03/color-wheelcolor-theory.html>.

         Color has value as well. How you want to shade with that color or how dark that color is or what kind of tint dose it have. There are forty different shades of one color we can point out. We can change the value of a design by messing with the colors such a flip flopping them around or pairing them up with different colors. Such as green boxes with black outline compared to green boxes with a white outline. Don't forget doing this can make your colors intensity and in your face. To keep your design from having intensity all you need to do is have the intensive color be with it's complement  that will tone it down and make it less screaming.

~Cool Colors- Colors that are closer to blue on the color wheel.

~Warm Colors- Colors that rest closer to yellow or red on the color wheel.


Cool and Warm Colors:

This picture shows very good use of cool and warm colors. It even splits it for you so there is no confusion.
           Jones, Manasto. The Future Always Happens Yesterday. Tumblr, 10 Oct. 2012. Web. <http://51fifty28.tumblr.com/>.

      We've hinted and talked a little about cool and warm colors. We know what they are colors closer to blues, yellow, and reds can tell you if they are warm or cool colors. Why should we care you ask? It's very important to know whats a cool and warm color. When your shading your design for the darker colors your going to want cool colors and not warm and such for light areas you'll want warm and not dark. It's best to know the difference in between them at the begging so you don't have to freak when your shading.


{Editing}

Thursday, October 25, 2012

Ch: 5 Value

                                                                 Chapter 5: Value


~Value- Is the art term for lights and dark's in a design.

        Value helps your design stand out and everything have its own shape. Each shape now will look smooth and have it's own characteristics instead of blending with everything on the paper. You can now pick out want you see and identify it.

Value:

       In this picture from .Hack//G.U. you can see the different ranges from dark and light. The value is very wide in this picture.

Gann, Patrick. ".hack//G.U. Game Music O.S.T.2." RPG Fan. RPGFan, n.d. Web. <http://www.rpgfan.com/soundtracks/hack-gu2/index.html>.

~Achromatic- Is just the colors white and black nothing more or less.

        Using just whites and blacks can still work, how you may ask. With whites and blacks you still got your scale, which means you all so have different shade, different shades of white and black can form gray. This is also known as a value scale of gray.

~Value Contrast- Relationship of dark's and lights in a area.

        Value contrast helps with shading and making your design have it's shape and feel to it. Each different time of contrast can mean different things, how the light is hitting the objects, the mood, tone, and the characteristic of the objects.

~Value Pattern- How lights and dark's are arranged in a design.

     When you have a pattern this helps out by shading. the dark's shade were the shadows are hitting and the lights for were the light is shining on the object. This gives it a shape with out having to define it with lines.

      Don't forget value isn't just for black and white, it's also for every color out there. Each color has a value and value contrast. Still have your whites or warm colors and you still have your blacks or cool colors. Each helping shad and form each object with out lines.

~Value Emphasis- Uses dark's and lights to help make a vocal point.

       This vocal point gets your attention, it's that spot on that design that makes you want to look at it or question it. Using value emphasis can help you achieve your goal of getting your audiences attention. Every shade and color makes each hatching stand out and be bold.

~Chiaroscuro- using light and dark to show value and depth.

         Chiaroscuro helps you understand what part of that object is shadowed or what your suppose to see or not see. It helps pop the object out making it look as if it was three-d. It all so gives you a hand with making up space.

~Helpful Tip:

        Don't forget each medium can help you show that value and color scale. Some mediums can reach the dark part of the scale easier than other mediums can. Some mediums make it simpler to cross hatching when trying to shade or show shadows. you can even go crazy and mix mediums to get a different feel or texture to your design.

              Here are some different mediums you can use.

                                                                                Ink:
Dragonphysic. "Swooping Black Ink Dragon." Deivantart. Dragonphysic, n.d. Web. <http://dragonphysic.deviantart.com/art/Swooping-Black-Ink-Dragon-37455237>.

                                                                                              Paint:

"Advice Columns." The Murky Fringe. WordPress Admin, n.d. Web. <http://themurkyfringe.com/category/advice-columns/>.


Ch: 4 Illusion of Motion

                                                       Chapter:4 Illusion of Motion


         As humans we are all ways moving, we can't just sit still. Even when we sleep we move around changing positions. Even in your design you can capture this, with the object moving now or have all ready moved. Having a picture were there is something going on and you just missed it can show this as well. Say your picture has a sad girl and guy is walking away in the back ground. You weren't the but you can tell something just happened by the movements of the characters. You can even capture motion by drawing someone hitting another person. When their hand comes in contact with the other persons face, drawing the impact of the hand and the face can show motion. You know that the person just got hit by the action of their face and the form of their face.

Illusion of Motion:

As we can see in this picture the circles really aren't moving but they are placed just right to look like they are when we look at the picture.
            Kitaoka, Akiyoshi. "What Is Visual Illusion." Science and Art of Visual Illusions. N.p., 24 Feb. 2006. Web. <http://www.psy.ritsumei.ac.jp/~akitaoka/loreal2006e.html>.

~Kinesthetic Empathy- Our body begin to copy what we are watching with out us knowing.

       As we watch that athlete run across that dirt track our muscles tense just as if we were that athlete and running. It's a illusion of motion we are experiencing here, the fact that's the runner really isn't here but feels like we are with them. So much to the point our legs and muscles are copying hem.

~Repeated Figure- The object keeps appearing to the viewer just slightly different each time or in a different position.

              Repeated figure is most commonly used for story boards. This can give you a helping hand when your trying to understand how to throw in illusion of motion in your picture. You can sketch out your story board  and look at the different potions the objects are in. Finally you can pick which one looks more like it's in motion than trying ot guess and make it in motion. You can even throw in some figure cropping, making it look as if it was going on or off the paper. Your objects are moving fast you can even blurr the outline to make it look as if it's moving extremely fast or put multiple images behind it slightly changing each time.

Blurred Image:

                As we can see in this image the man isn't blurred but his background is. Makes it seems as if he's running fast.
           Lewis, Bradford Lee. My Skatting Days. N.p., 7 Nov. 2006. Web. <http://www.jubchuqun.com/skating/>.

Repeated Image:

            This dancer is seen several times in this image. Why because it gives the idea that she is moving so fast she is leaving images of her behind.
               Brown, Cate. "Illusion of Motion by Multiple Image." 130 Crate Brown. Blogger, 5 May 2011. Web. <http://catebrown18.blogspot.com/2011/05/illusion-of-motion-by-multiple-image.html>.
               Each of these ways can get your design to look like it's really moving can coming at you or going away form you. Every little thing can give you that little bit you need to make that object come away from your back ground..