You've travelled a very long way - so you're to be commended for innovating and pushing past through your comfort with some of your original ideas. You've got these big brave new buildings colliding with the indigenous architecture - that works. For me, I just think you need to look at your composition a bit, as the monorail is a little lost here - and it also seems curiously 'on the ground' here - and that's because of the camera placement. It might be that you could reconsider this composition once you've got a block model in Maya, because I think you might want to drop the camera lower, so the monorail is more obviously elevated and above us and it sort of soars off amongst the older buildings?
In terms of your hero buildings, it seems a shame that your bank buildings etc are not going to be models too (you've created orthographs for them, which suggests that you're getting ready to model them?). I would say that I think you need to look again at your building designs and just clean them up in terms of their contouring and shaping (the base of the central station is very wibbly-wobbly and lacks sculptural lines) and also consider more carefully some of the likely real world detailing - for example your windows (not sure about the scale - those windows are huge, or is the terminal smaller than it seems?) and all the street level stuff we might associate with a building that is this populated and this busy...
It's like... how do you get in, because it appears as if there's just this giant wall of stone? I think there's more to think about and more to do in terms of the nuts and bolts of these structures - the way they meet the ground plane, the scale of those windows, their shaping, and their fabrication. Understanding these assets more can only help when it comes to the modelling and texturing of them.
Another little design thing: - just in terms of project branding and seeing everything as connected to your concept: in your presentation you're using a typeface that is very old-fashioned - art nouveau/edwardian... why? How does this typeface feed into the world of you and your collaborator? You may think this is super-picky, but as a design student, you need to join up the dots and become really sensitive to the 'rightness' and 'wrongness' of visual language as they relate to the 'bigger picture' of your project and its art direction. Everything relates to your visual concept - at least it should.
I have to say I'm both a little disappointed in myself and feeling better than I did in the last project. Weird huh? Basically, for this first stage I have focused a lot on research, and fully developing my concept before properly diving into drawing it. This has given me a much clearer path than I found myself on in the Invisible Cities project, but has meant that I have ultimately produced fewer thumbnails than I would have liked. I felt like this additional research was necessary to ensure that I wasn't chasing my own tail for a number of days which is how Invisible cities felt at times. So, at this point, although I have less thumbnails right now (more will be uploaded tomorrow), I feel like I am in a much stronger position that I was after the OGR before. OGR1 by Eleanor 'Nelly' Luckett on Scribd More thumbnails tomorrow! Watch this space!!!
Three and five act structures are key devices used in effective storytelling. They give narratives and stories a pleasing base structure upon which the weave the elements to create a unique viewpoint. The Greatest Showman has a clear five act structure used beneath all the songs and showy costumes to make it stand up as a narrative. Act 1 - Childhood We see the challenges that Barnum went through as a child. It shows him as a poor tailor’s son struggling to make ends meet. It shows him meeting Charity for the first time. It also shows his father getting ill and eventually passing away, and how he had to beg on the streets for food. Towards the end of the act we see Barnum heading off to make his fortune on the railways. Act 2 - Attempt One We see Barnum come back a wealthy man to marry Charity. They build a home together and have two daughters. Barnum is working at a trading company, but they all get fired when the company’s flotilla sink. Barnum uses the bonds fo...
OGR 23/11/2017
ReplyDeleteHey Nelly,
You've travelled a very long way - so you're to be commended for innovating and pushing past through your comfort with some of your original ideas. You've got these big brave new buildings colliding with the indigenous architecture - that works. For me, I just think you need to look at your composition a bit, as the monorail is a little lost here - and it also seems curiously 'on the ground' here - and that's because of the camera placement. It might be that you could reconsider this composition once you've got a block model in Maya, because I think you might want to drop the camera lower, so the monorail is more obviously elevated and above us and it sort of soars off amongst the older buildings?
In terms of your hero buildings, it seems a shame that your bank buildings etc are not going to be models too (you've created orthographs for them, which suggests that you're getting ready to model them?). I would say that I think you need to look again at your building designs and just clean them up in terms of their contouring and shaping (the base of the central station is very wibbly-wobbly and lacks sculptural lines) and also consider more carefully some of the likely real world detailing - for example your windows (not sure about the scale - those windows are huge, or is the terminal smaller than it seems?) and all the street level stuff we might associate with a building that is this populated and this busy...
http://noticias.infurma.es/wp-content/uploads/2014/12/Baku-Airport_Dekton_Sirius_Cosentino_Soleria-Exterior.jpg
It's like... how do you get in, because it appears as if there's just this giant wall of stone? I think there's more to think about and more to do in terms of the nuts and bolts of these structures - the way they meet the ground plane, the scale of those windows, their shaping, and their fabrication. Understanding these assets more can only help when it comes to the modelling and texturing of them.
Another little design thing: - just in terms of project branding and seeing everything as connected to your concept: in your presentation you're using a typeface that is very old-fashioned - art nouveau/edwardian... why? How does this typeface feed into the world of you and your collaborator? You may think this is super-picky, but as a design student, you need to join up the dots and become really sensitive to the 'rightness' and 'wrongness' of visual language as they relate to the 'bigger picture' of your project and its art direction. Everything relates to your visual concept - at least it should.