Wednesday, 22 November 2017

What if? Metropolis OGR pt.2

WIM OGR 2 by alfie gunter on Scribd

1 comment:

  1. OGR 23/11/2017

    Hey Alfie,

    I like your concept art painting a lot and I'm looking forward to seeing you translate it into 3D. Importantly you should really consider issues of fabrication, materiality and architectural nuance as you think about translating your highly abstracted buildings into digital models. I don't want them to look like wrapped christmas presents - blocks of Maya wrapped in funky textures - rather I want you to think about the relationships between different kinds of materials and surfaces that keep the patterns and the vibe of your concept art, but push them onwards into 3D space in an appropriate way. Put more simply still, your concept gives the impression of windows or raised/recessed elements, and this is something I want you to get into in design terms. Right now you don't have any complete production art for your various buildings and it's this stage you should undertake now - where you drill down into what these patterns/colours/surface details actually mean in modelling/texturing terms - for example:

    https://i.pinimg.com/736x/ce/e6/de/cee6de64ec5ec91f9cb1ebabc7456208--forbo-brand-board.jpg
    https://i.pinimg.com/736x/aa/01/e3/aa01e3e2db7769b463a1820499ca7b2d--hexagon-pattern-d-pattern.jpg
    http://www.reids.co.nz/wp-content/uploads/2012/02/Vict-Motorway-Precast-Panels1.jpg
    http://midcenturymagazine.com/wp-content/uploads/2016/05/EricaWakerly_form_tiles.jpg

    The really important thing about texturing is how it controls our estimation of the scale of something - if the textures/windows/architectural details are too large/visible, then the building shrinks and can look toy-like very quickly. I really think this is our big challenge now - to walk the line between real world sensibility and ensuring the character of your concept art shines through. You should commit to creating complete production art of your buildings so you really understand them as discrete, 3D objects.

    Just in terms of presentation - a sort of golden rule is not to cram lots of stuff onto a page. I think it would be much better if you gave one page over to each asset and used as much of the page space as possible. Just dropping lots of different images onto a page can create a scrap-book quality. In terms of finished concept art etc, go full-bleed (i.e. fill the whole page) for impact. I'm not sure the blue on the grey is completely successful here - it's not completely legible. When it comes to producing your Art Of, I'd like to see you pushing some project branding and giving the presentation of your work a bit more professional polish.

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