Hi Tia. Nice to see you modelling. However, before you go too far...
I'm not seeing any 'style' in your models. They are a one for one translation - "I need a table, here is a table". What you need is a 'design filter' to pass that thought through - "I need a table - in this universe it will need to be designed based upon these rules - here is a table". For example, a table in a Simpson cartoon is different to a table in a Star Trek universe. That is not because one is a cartoon and the other live action, its because the creators have spent a long time 'world building' and deciding what the design rules are. Hope that makes sense.
Yes I understand what you mean, I will try to work on a design influence. With the Diabetes equipment designs, I was considering creating the objects to look more realistic as I feel like they are a bigger, more controlling part of my life. Is there any advice you could give me? Would it be better to do the Diabetes equipment in the same style?
Well, to be honest, your are neither at the moment. They are not detailed and accurate enough to be real and they don't have art direction / style to be something stylistic (eg. Cartoon). So you've fallen into a neither/nor place. So, if you want to real (and that could make sense) you need to 'up your game' around modelling. I guess what I an saying is that you are making models at the moment which as more of imagined/best guess instead of the actual thing. If you have those items you should take photos and make orthograph's to work from. If you want to go down the style path then you should draw/design each object so the style logic matches you character. He is an indication of rules, simplified shapes, bold light weight, bright colours, wobbly lines, etc. Hope that makes sense.
I have edited my animation further with Alan's help. In the video, there are a few frames where the character and scenery seem to change but this is because the stills are rendered while the rest of the film is still in post-viz.
Hi Tia. Nice to see you modelling. However, before you go too far...
ReplyDeleteI'm not seeing any 'style' in your models. They are a one for one translation - "I need a table, here is a table". What you need is a 'design filter' to pass that thought through - "I need a table - in this universe it will need to be designed based upon these rules - here is a table". For example, a table in a Simpson cartoon is different to a table in a Star Trek universe. That is not because one is a cartoon and the other live action, its because the creators have spent a long time 'world building' and deciding what the design rules are. Hope that makes sense.
Hi Alan,
DeleteYes I understand what you mean, I will try to work on a design influence. With the Diabetes equipment designs, I was considering creating the objects to look more realistic as I feel like they are a bigger, more controlling part of my life. Is there any advice you could give me? Would it be better to do the Diabetes equipment in the same style?
Thank you
Well, to be honest, your are neither at the moment. They are not detailed and accurate enough to be real and they don't have art direction / style to be something stylistic (eg. Cartoon). So you've fallen into a neither/nor place. So, if you want to real (and that could make sense) you need to 'up your game' around modelling. I guess what I an saying is that you are making models at the moment which as more of imagined/best guess instead of the actual thing. If you have those items you should take photos and make orthograph's to work from. If you want to go down the style path then you should draw/design each object so the style logic matches you character. He is an indication of rules, simplified shapes, bold light weight, bright colours, wobbly lines, etc. Hope that makes sense.
ReplyDeleteCorrection - Well, to be honest, your 'models' are neither at the moment
ReplyDeleteTia, I have sent an email to your UCA email.
ReplyDelete