'What if?' Metropolis - OGR


Comments

  1. OGR 23/11/2017

    Hey Tia,

    Okay - if I'm being 100% honest, I think your concept art is more indicative of a 'playground-sized' collection of elements, as opposed to something that feels city-sized and expansive and it's difficult to read these elements as 'architectural' - and by that I mean they're lacking some of the details that a) tell us these are usable and habitable and functional and b) give us a sense of their relative scale to the inhabitants. I don't think your POV is helping, because it's floating up in the air as opposed to putting us down into the space and this is making it difficult for the viewer to experience this space as 'city-sized'. When it comes to creating this set in Maya, I suggest you explore alternate camera placement and also consider using the foreground more dynamically; right now, we're looking into this open space, as opposed to looking through or past other elements, which again would help put us 'inside' this city - as opposed to keeping us floating above it.

    What I'd like to see now is you just taking a bit more time to flesh-out your production art for each of your buildings and committing more purposefully to thinking about their actual fabrication and the little details that might help us understand the scale of these elements. I also want you to think a bit more about the way in which the buildings meet the ground-plane - so what's happening at their base in relationship to the entrances, stairs, foundations (all of this will come from closer inspection of real-world examples). At the moment, all your entrances are just these generic 'mouths', as opposed to being designed or incorporated more convincingly - and this level of understanding is really important when you start to think about modelling your buildings.

    Just in terms of cleaning up and professionalising your production art and orthographs, you should consider what you've learned in Illustrator re. use of the pen tool and tracing drawings in order to clean up the curves and profiles of your designs etc. I'd observe that, right now, things are a little bit wishy-washy and soft - and while that associates with the mood of your world aesthetically - I do want to see you committing an extra level of detail (understanding) to the realisation of your assets.

    Finally, in terms of your matte painting - if you lower your POV you'll find your matte painting will likely change its scope - and I think that, given the sense of using the matte paintings to extend the set, I think you might want to use it to grow the city itself, as opposed to use it to create a woodland scene. The big thing I want to see you looking at is how to create a more credible sense that we're 'in' this world and not just looking at a collection of toy-sized objects. As observed, this relates to your POV, your use of foreground, mid ground and background elements in terms of composition and view-finding, and the role of the matte painting itself. You may find these recalibrations are best explored once you're in a 3D space with an actual Maya camera.

    ReplyDelete

Post a Comment

Popular posts from this blog

Eternal sunshine of the spotless mind (2004) - Non-linear storytelling

Film review: A Knight's Tale (2001) - A Hero's journey