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}
Friday, October 26, 2012
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/>.
~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..
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..
Ch 3: Illusion of Space
Chapter 3: Illusion of Space
Almost all forms of art are done three-d or want to have the feel or illusion of three-d. We commonly come across the task of putting our design on paper and making it look as if it was really popping out of the paper.
~Foreshortening- Is were in a design the objects seem shorter than they really are.
Using foreshortening helps you as a artist reach that three-d illusion. By adding some foreshortening it makes your design look as if your looking at it in real live from a one point perspective. For an example if your stand in the middle of a road and look straight down it, you can see it foreshortening. The road never changes size but to your eye it dose. It gives it a three-d look or a never ending look beyond what you can see. Doing this on your designs gives it more than one story than just that simple thing you made.
Foreshortening:
As you can see in this cover for Uncharted two among thieves. The man seems farther and smaller away, by how he was placed on the design. This gives us the illusion that he is really far away and is really there than just a man on a cover.
"What Was the Best Game of the Entire Generation?" IGN. IGN Entertainment, July-Aug. 2012. Web. <http://www.ign.com/boards/threads/what-was-the-best-game-of-the-entire-generation.452589448/>.
Don't forget size also plays a big part in the illusion of space or making your design look three-d. Making a object bigger and were you place it all counts. When a object is bigger and closer to the front, you figure that object is really close that's why it's bigger than normal. When a object is placed in the back ground like an orange, you think that orange is far away not that's a tinny orange. This gives you design a more feel fore realism and three-d feel.
~Overlapping- When a object is obscure by other objects or is in front of or behind a object obscuring it.
Overlapping can give your design that nice touch of three-d and illusion. In real life everything isn't spread out to were it doesn't over lap, so why should your art be? If you draw lets say a soccer ball and a toy fire truck. The soccer ball is closer up and covering half of the fire truck, the fire truck is smaller and only the back half is seen. This shows that soccer ball is three-d because it's in front of another object. Same goes for the firetruck it's behind another object making it having the illusion of space.
Overlapping:
As you can see in this picture from world of warcraft. Each building in the back ground is overlapping adding to the illusion of space.
"World of Warcraft Screenshots." Game Spy. IGN Entertainment, Inc, 22 Nov. 2004. Web. <http://pc.gamespy.com/dor/objects/16985/world-of-warcraft/images/world-of-warcraft-20080421030035232.html>.
~Vertical location- is when you place a object higher up on your paper, it makes the illusion that it is farther back than it really is.
That object you place at the top of your design can give it that last little kick for that illusion of space your aiming for. Placing your objects in your design is very useful to making it seem three-d.
~Linear Perspective- Is were all the points in your design meet at a vanishing point on the horizon line.
Linear Perspective is getting int more of a three-d feel by far. All your objects rest and connect right to the vanishing points that are set on the horizon line. Every angle must match up the the vanishing points they are assigned to, other wise you can mess up your perspective or three-d look of it. While doing this you can keep it one point like we talked about earlier with the road, two point were you see the corner of an object, or three point perspective when looking up or down at a great height. Don't freak you can have more than a point in your design, you can mix it up with one point and two or even all of them, it's all up to you.
~Open Form- the object is placed so it's cut off by the sides of the picture, making it seem bigger than it really is.
~Closed Form- are the objects that are placed just right too keep your audience attention on the picture.
Open form adds a since of three-d illusion as well, the object being cut off makes it seem greater than it really is and more full. This illusion will help that object stand out and move away form the background. Closed form is nice to throw in there along with open, it's what's going to hook your audience first and fast.
~Transparency- two objects overlap and you can see one object threw the other, making it seem transparent.
This is a nice texture to throw in, such as that cloth you have in your design could be transparent. That cloth can have a glimpse of table showing threw it making it seem more like an object and less like a drawing.
Transparency:
You can see the bears texture is very transparent, letting you see a glimpse of the floor and walls around him. This gives it nice texture and makes the bear really stand out and get your eye.
Almost all forms of art are done three-d or want to have the feel or illusion of three-d. We commonly come across the task of putting our design on paper and making it look as if it was really popping out of the paper.
~Foreshortening- Is were in a design the objects seem shorter than they really are.
Using foreshortening helps you as a artist reach that three-d illusion. By adding some foreshortening it makes your design look as if your looking at it in real live from a one point perspective. For an example if your stand in the middle of a road and look straight down it, you can see it foreshortening. The road never changes size but to your eye it dose. It gives it a three-d look or a never ending look beyond what you can see. Doing this on your designs gives it more than one story than just that simple thing you made.
Foreshortening:
As you can see in this cover for Uncharted two among thieves. The man seems farther and smaller away, by how he was placed on the design. This gives us the illusion that he is really far away and is really there than just a man on a cover.
"What Was the Best Game of the Entire Generation?" IGN. IGN Entertainment, July-Aug. 2012. Web. <http://www.ign.com/boards/threads/what-was-the-best-game-of-the-entire-generation.452589448/>.
Don't forget size also plays a big part in the illusion of space or making your design look three-d. Making a object bigger and were you place it all counts. When a object is bigger and closer to the front, you figure that object is really close that's why it's bigger than normal. When a object is placed in the back ground like an orange, you think that orange is far away not that's a tinny orange. This gives you design a more feel fore realism and three-d feel.
~Overlapping- When a object is obscure by other objects or is in front of or behind a object obscuring it.
Overlapping can give your design that nice touch of three-d and illusion. In real life everything isn't spread out to were it doesn't over lap, so why should your art be? If you draw lets say a soccer ball and a toy fire truck. The soccer ball is closer up and covering half of the fire truck, the fire truck is smaller and only the back half is seen. This shows that soccer ball is three-d because it's in front of another object. Same goes for the firetruck it's behind another object making it having the illusion of space.
Overlapping:
As you can see in this picture from world of warcraft. Each building in the back ground is overlapping adding to the illusion of space.
"World of Warcraft Screenshots." Game Spy. IGN Entertainment, Inc, 22 Nov. 2004. Web. <http://pc.gamespy.com/dor/objects/16985/world-of-warcraft/images/world-of-warcraft-20080421030035232.html>.
~Vertical location- is when you place a object higher up on your paper, it makes the illusion that it is farther back than it really is.
That object you place at the top of your design can give it that last little kick for that illusion of space your aiming for. Placing your objects in your design is very useful to making it seem three-d.
~Linear Perspective- Is were all the points in your design meet at a vanishing point on the horizon line.
Linear Perspective is getting int more of a three-d feel by far. All your objects rest and connect right to the vanishing points that are set on the horizon line. Every angle must match up the the vanishing points they are assigned to, other wise you can mess up your perspective or three-d look of it. While doing this you can keep it one point like we talked about earlier with the road, two point were you see the corner of an object, or three point perspective when looking up or down at a great height. Don't freak you can have more than a point in your design, you can mix it up with one point and two or even all of them, it's all up to you.
~Open Form- the object is placed so it's cut off by the sides of the picture, making it seem bigger than it really is.
~Closed Form- are the objects that are placed just right too keep your audience attention on the picture.
Open form adds a since of three-d illusion as well, the object being cut off makes it seem greater than it really is and more full. This illusion will help that object stand out and move away form the background. Closed form is nice to throw in there along with open, it's what's going to hook your audience first and fast.
~Transparency- two objects overlap and you can see one object threw the other, making it seem transparent.
This is a nice texture to throw in, such as that cloth you have in your design could be transparent. That cloth can have a glimpse of table showing threw it making it seem more like an object and less like a drawing.
Transparency:
You can see the bears texture is very transparent, letting you see a glimpse of the floor and walls around him. This gives it nice texture and makes the bear really stand out and get your eye.
"Favorite Spirit Beast." WoW Petopia Community. PhpBB, n.d. Web. <http://forums.wow-petopia.com/viewtopic.php?f=15&t=455&start=20>.
Thursday, October 18, 2012
Ch 2: Unity
Chapter two: Unity
~Unity- The elements in your picture or design look as if they belong together or known as harmony.
The nice thing about unity is you can have it in representational and non representational. You can all so see unity in designs that look as if they were on a jigsaw, this brings out their monochromatic. Now you may be asking your self were dose unity and harmony come from? Unity comes from the artist them self's, it's when we design and plan a idea and put it into motion. It reflects how skilled we are as artists and how organized we are or how neat our composition is.When your getting into unity as a growing artist you should look at the bigger parts first then nit pick about the more fine tuned parts. Do not get unity confused with visual unity, they are two different things.
~Visual Unity- Shows you a pattern or arrangement between two more objects that is seen by the eye.
Why should we freak out about different kinds of unity? As a artist it's our job to make it sure it has plenty of unity and blance to keep it nice and organize. While doing this we are wanting to aim for our design to have some Gestalt.
Unity is very simple to achieve there are many ways you can do this. One of the more common ways is to put several objects or patterens that look together in a area, it gives them proximity. Using repetition shows that our design has patterns that repeat to show the relationship between two different objects in the design. You can see this in color, ambiance, shape, size, volume, shading, line quality, and so forth. The easiest way to achieve unity is continuation, showing that something in the design continues with natural means. You can uses these ways of unity for three-d prespective drawing as well. You might wana use a grid similar to the ones bellow.
"Illustrator - Plugins." Полная версия. N.p., n.d. Web. <http://www.smk-minds.ru/portal/lofiversion/index.php/t1938-50.html>.
"12 by 12 Grid." ClipArt ETC. Florida Center for Instructional Technology., 2004. Web. 2012. <http://etc.usf.edu/clipart/42600/42675/grid_42675.htm>.
~Helpful Tips:
Remember that unity and variety is made by repeating of gestures, shapes, color, size, pattern, texture, and so on. When your doing a variety please keep in mind you want it under controlled and not cluttered like the picture below.
~Unity- The elements in your picture or design look as if they belong together or known as harmony.
The nice thing about unity is you can have it in representational and non representational. You can all so see unity in designs that look as if they were on a jigsaw, this brings out their monochromatic. Now you may be asking your self were dose unity and harmony come from? Unity comes from the artist them self's, it's when we design and plan a idea and put it into motion. It reflects how skilled we are as artists and how organized we are or how neat our composition is.When your getting into unity as a growing artist you should look at the bigger parts first then nit pick about the more fine tuned parts. Do not get unity confused with visual unity, they are two different things.
~Visual Unity- Shows you a pattern or arrangement between two more objects that is seen by the eye.
Why should we freak out about different kinds of unity? As a artist it's our job to make it sure it has plenty of unity and blance to keep it nice and organize. While doing this we are wanting to aim for our design to have some Gestalt.
Unity is very simple to achieve there are many ways you can do this. One of the more common ways is to put several objects or patterens that look together in a area, it gives them proximity. Using repetition shows that our design has patterns that repeat to show the relationship between two different objects in the design. You can see this in color, ambiance, shape, size, volume, shading, line quality, and so forth. The easiest way to achieve unity is continuation, showing that something in the design continues with natural means. You can uses these ways of unity for three-d prespective drawing as well. You might wana use a grid similar to the ones bellow.
"Illustrator - Plugins." Полная версия. N.p., n.d. Web. <http://www.smk-minds.ru/portal/lofiversion/index.php/t1938-50.html>.
"12 by 12 Grid." ClipArt ETC. Florida Center for Instructional Technology., 2004. Web. 2012. <http://etc.usf.edu/clipart/42600/42675/grid_42675.htm>.
~Helpful Tips:
Remember that unity and variety is made by repeating of gestures, shapes, color, size, pattern, texture, and so on. When your doing a variety please keep in mind you want it under controlled and not cluttered like the picture below.
Cluttered:
As you can see there is a lot going on in this screen shot, you do want to aim for your designs to look good. Just don't go to crazy with the continuation, repetition and variety.
"Gyrostarr." Nintendolife. Nlife Ltd., n.d. Web. 2012. <http://www.nintendolife.com/reviews/2008/06/gyrostarr>.Non Cluttered:
It may not look as pretty as the top design, but it's more clear and easier to fallow with out all the clutter.
Iwatani, Toru. Pac-Mondrian Video. Namco, n.d. Web. <http://pbfb.ca/rhizome_commission_archive/index.html>.
~Examples:
In this older picture of mine you can see were I was having continuation in my design and how I kept it uncluttered.
Name of artwork: Commission, Artwork at: On Facebook, Medium: Photoshop, 10,18,2012 Artist: Kimberly Brown
Name of artwork: Dr,Von. Foxsting, Stine, Artwork at: On Facebook, Medium: Photoshop, 10,18,2012 Artist: Kimberly Brown
Ch 1: Design Process
Chapter one: Design Process.
The design process has a couple steps you should fallow to help form your idea and give it shape.
~THINKING:
You all ready know there is a problem, but how are you going to handle it? You all ready know about the problem so you are all ready working on it. Sadly that's not all you must do. You should stop and ask your self a couple of things, is there a certain style that is needed, color, texture, limitation and when is this solution needed?
Once you have these question answered and figured out, you then can move on to thinking about the solution. You should sketch down a couple of fast drawings of your problem and how to solve it. Step back and look at your ideas on the paper, what ones fallow this problem and solution?
Don't forget to think about what kind of audience you'll be targeting. Every little detail and color can easily change who the product or picture is meant for. Last you should double check on how you are going to present it. Once you got these steps down you'll be done with the thinking step. Now you can move on to Looking.
~LOOKING:
Is were you look at the natural object and how your going to put the likeness of that object in your drawing. Is it going to focus more on one detail or everything?
~DOING:
When you finally get that idea down on paper and want to add some color or shading to it. During this step you'd test some new ways on approaching the look you wanna get. Once you fallow all these steps you'll be golden.
In the picture below you can see how a cow looks in the natural world and how an artist portrayed it on paper. See if you can see the steps listed above and how did they do these steps?
Natural:
"Cows." Society for the Advancement of Animal Wellbeing - Protecting Animals and Conserving the Environment. SAAW International, 2007. Web. <http://www.saawinternational.org/cows.htm>.
Game Cow:
"Cow." Wowwiki. N.p., n.d. Web. <http://www.wowwiki.com/Cow>.
~Helpful Tips:
Don't forget that you can easily ask someone to critique what you have done; they might be able to give you a hand or some friendly advice. Don't freak if you can see your pentimenti or were you went over and redid something.
The design process has a couple steps you should fallow to help form your idea and give it shape.
~THINKING:
You all ready know there is a problem, but how are you going to handle it? You all ready know about the problem so you are all ready working on it. Sadly that's not all you must do. You should stop and ask your self a couple of things, is there a certain style that is needed, color, texture, limitation and when is this solution needed?
Once you have these question answered and figured out, you then can move on to thinking about the solution. You should sketch down a couple of fast drawings of your problem and how to solve it. Step back and look at your ideas on the paper, what ones fallow this problem and solution?
Don't forget to think about what kind of audience you'll be targeting. Every little detail and color can easily change who the product or picture is meant for. Last you should double check on how you are going to present it. Once you got these steps down you'll be done with the thinking step. Now you can move on to Looking.
~LOOKING:
Is were you look at the natural object and how your going to put the likeness of that object in your drawing. Is it going to focus more on one detail or everything?
~DOING:
When you finally get that idea down on paper and want to add some color or shading to it. During this step you'd test some new ways on approaching the look you wanna get. Once you fallow all these steps you'll be golden.
In the picture below you can see how a cow looks in the natural world and how an artist portrayed it on paper. See if you can see the steps listed above and how did they do these steps?
Natural:
Game Cow:
"Cow." Wowwiki. N.p., n.d. Web. <http://www.wowwiki.com/Cow>.
~Helpful Tips:
Don't forget that you can easily ask someone to critique what you have done; they might be able to give you a hand or some friendly advice. Don't freak if you can see your pentimenti or were you went over and redid something.
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