Friday, 17 October 2014

Invisible Cities - Isaura Interior Thumbnail Development

Started creating some more developed thumbnails for the interior of a windmill, I wanted to incorporate the cogs/gears and the windmill seemed like the perfect building for that.

I did a couple of different colouring styles, I prefer number 2 for its texture but I think I prefer the colour from number 1.


I looked at windmill interiors and some of Heath Robinson's work for some inspiration. I also had a look at hillside towns/cities to re think my exterior establishing shot.


4 comments:

  1. Hey Charlie - in terms of composition, you've right now got an element literally dividing the picture plane in half - think about shifting it to the left or the right for an immediately more engaging composition.

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    1. Thanks for the advice, I'll get straight on it!

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  2. Good to see things moving in a nice direction Charlie. Really like the logic and reference pushing design. As Phil said, I think the next struggle is simply the framing / composition of the world.

    You seem to often place things right in the middle of the frame. Or very far away as though objects exist on planes of card. I'd try spending some time sketching out lots of different compositions without too much worry about detail. Just start seeing how you can make the world you are creating more engaging. The design and logic are going in the right direction, they just need to be coupled with presentation.

    If you look at an artist like Ian Mcque, he has pages of thumbnails exploring how one shot could be seen in various compositions. His sketchbook is his way of problem solving.

    https://pbs.twimg.com/media/BuXwoTdIUAAcuvi.jpg
    https://pbs.twimg.com/media/BuXc7XNIgAAfcFy.jpg
    https://pbs.twimg.com/media/BuW_XUiCUAEhgyu.jpg:large

    So sit down and start to see how you can make this grand shot really come to life. How can you make the viewer really want to engage with the image. Remember all those composition rules...rule of thirds, leading lines, perspective, tonal values, point of interest etc. Those will help make an image engaging.

    Also, one small note. The larger design logic to your world seems great. All those wooden structures and moving parts. But the smaller details feel left behind. For example, the IKEA looking table and generic barrel in the corner just feel a little left out or as though they've not yet been addressed. Maybe start looking at how you will detail these shots. For example, a table that exudes the manufacturing of this world, rather than just a generic, block table.

    I know it is a lot to juggle, but it is moving ahead nicely. Keep it all going and then on Monday we can talk more about the final stage :)

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    1. Thanks for the advice Jordan! Lots to take into consideration. I'll get focusing more on my composition before I start worrying about detail and I'll definitely ditch the generic objects!

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