Mural Work
At the beginning of this lecture we were split into groups and asked to pick words out a hat that created the sentence L'imagination prend le pouvoir (Imagination is power). My specific group was given L'imagination. We each created a design that was then voted to be part of the final piece. Sadly my design wasn't picked :'( The designs we created were drawn on a grid system so they could be easily enlarged.
Once final designs had been picked we began enlarging our print , this was firstly drawn out in pencil , then outlined in paint and finally painted in. We chose a rather noisey colour scheme with alternative colours on each panel where as other groups went for a more simplistic approach.
I enjoyed this workshop as it helped my learn how murals would be created, i also enjoyed it because it allowed us to all work effectively as a team because most workshops is solo work.
B Moulson
Wednesday, 5 April 2017
Wednesday, 29 March 2017
Self Publishing 5 , Typography Parts
Abstract Type
This workshop focused on selecting parts of 3 different typefaces and positioning them in an abstract collage/pattern. The parts are selected on whether we liked them or felt they would work well together. The 3 typefaces we used were: Baskerville Bold , Cooper Standard and Courier bold. All these typefaces had significant differences making the patterns all turn out relatively unique on each print.
one thing i struggled with when creating these prints was actually stencilling them to the page. I would have used card next time as the paint kept making the stencil weak causing un clean lines. However in some cases the grunge effect looks effective.
My favourite design was defiantly the Courier Bold type , this is because it looks very similar to the work of Keith Haring , know for his simplistic pattern and figure design often using the similar style of patterns to fill blank space.
Wednesday, 22 March 2017
Cinema 4D 3 , Year 2
3D Modeling
This workshop focused on the 3D modelling capabilities of cinema 4d. I have previously explored basic modelling with shapes and text and also how to generate patters and designs using the softwares vast range of effects however this workshop focused on more advance modelling such as bottles and cans. This is something that will come in handy when creating our own mock ups for packaging or other products.
the first 3d model we created was a can , to create this we imported a path similar to the previous workshop into Cinema 4D , this time we used the lathe tool on the path to create the cylindrical shape. The path gave us an accurate shape of the can instead of creating one from scratch. The lathe tool produced some inaccuracy on the top of the lathe therefore i had to use the point selection tool to stop the overlapping centre. the cans involved us using different textures that gave off a more realistic feel to the model. the main textures we used were legacy reflections , we used layer Fresnel with this to add a noise like texture to the reflection making it less intense.
We then added the image created for the cans label to a texture. The label had to be inverted as it appeared backward when first imported.
Finally we added lights and shadowing to the surrounding area to give the objects a sense of place. When rendering we used ambient exclusion to add more detail to the cans which benefitted the rendering.
The bottle was created using the same technique has the can , using the path then using a lathe to create the shape of the bottle. The differences were that we had to use glass textures , these were already pr set materials that come with the software however they are very useful when creating mockups such as this. One thing that proved slightly more difficult was having to use a mask to create the circular label , this involved scaling the texture to fit the bottle perfectly.
I had to create a bottle cap separate by using paths to create the shape , the ridges in the cap were created using a star. Finally the cap was added to the bottle to create our final rendered product below.
The box involved setting different faces of an object to hold different images as seen below , used specifically for flat surface mock ups such as cereal boxes.
i feel that my Cinema 4D skills are rapidly developing , hopefully i will be able to use the software with confidence eventually. The 3D modelling will come in handy for packaging design and mockups in the future.
This workshop focused on the 3D modelling capabilities of cinema 4d. I have previously explored basic modelling with shapes and text and also how to generate patters and designs using the softwares vast range of effects however this workshop focused on more advance modelling such as bottles and cans. This is something that will come in handy when creating our own mock ups for packaging or other products.
the first 3d model we created was a can , to create this we imported a path similar to the previous workshop into Cinema 4D , this time we used the lathe tool on the path to create the cylindrical shape. The path gave us an accurate shape of the can instead of creating one from scratch. The lathe tool produced some inaccuracy on the top of the lathe therefore i had to use the point selection tool to stop the overlapping centre. the cans involved us using different textures that gave off a more realistic feel to the model. the main textures we used were legacy reflections , we used layer Fresnel with this to add a noise like texture to the reflection making it less intense.
We then added the image created for the cans label to a texture. The label had to be inverted as it appeared backward when first imported.
Finally we added lights and shadowing to the surrounding area to give the objects a sense of place. When rendering we used ambient exclusion to add more detail to the cans which benefitted the rendering.
The bottle was created using the same technique has the can , using the path then using a lathe to create the shape of the bottle. The differences were that we had to use glass textures , these were already pr set materials that come with the software however they are very useful when creating mockups such as this. One thing that proved slightly more difficult was having to use a mask to create the circular label , this involved scaling the texture to fit the bottle perfectly.
I had to create a bottle cap separate by using paths to create the shape , the ridges in the cap were created using a star. Finally the cap was added to the bottle to create our final rendered product below.
The box involved setting different faces of an object to hold different images as seen below , used specifically for flat surface mock ups such as cereal boxes.
i feel that my Cinema 4D skills are rapidly developing , hopefully i will be able to use the software with confidence eventually. The 3D modelling will come in handy for packaging design and mockups in the future.
Wednesday, 15 March 2017
After effects 6 - Showreel 2016-2017
Showreel
This workshop focused on us creating a showreel that would show a client quick snippets of all of our pieces of work , this could be adapted to your personal animation skills or in my case just used for my process and production work over the second year in my degree. For inspiration we looked at various showreels from different studios. Before beginning my own show reel i discovered David Luepschen's display of work. This show reel stood out to me because of its smooth transitions and timing with the music , something of which i hope to attempt in mine.
I felt that i partially struggled when creating my showreel as i didn't feel that some of my designs were strong enough to put in the compilation. This is because the productions were created in such a short space of time giving less space to add detail to some of my outputs. Especially compared to some of my personal work which i feel shows my true animation abilities such as my character rigging experiments.
My showreel consisted of a hand drawn typeface to display important information , i chose bright colours to give off a positive feel to the audience. I used basic transitions as i struggled to find more complicated ways of transitioning into other scenes and slides.
This workshop focused on us creating a showreel that would show a client quick snippets of all of our pieces of work , this could be adapted to your personal animation skills or in my case just used for my process and production work over the second year in my degree. For inspiration we looked at various showreels from different studios. Before beginning my own show reel i discovered David Luepschen's display of work. This show reel stood out to me because of its smooth transitions and timing with the music , something of which i hope to attempt in mine.
I felt that i partially struggled when creating my showreel as i didn't feel that some of my designs were strong enough to put in the compilation. This is because the productions were created in such a short space of time giving less space to add detail to some of my outputs. Especially compared to some of my personal work which i feel shows my true animation abilities such as my character rigging experiments.
My showreel consisted of a hand drawn typeface to display important information , i chose bright colours to give off a positive feel to the audience. I used basic transitions as i struggled to find more complicated ways of transitioning into other scenes and slides.
Wednesday, 15 February 2017
Cinema 4D 2 , Year 2
Cinema 4D , Generating patterns
After last weeks introduction to cinema 4D we began to explore into more advanced skills within the program. I feel that i gained a pretty good understanding of the tasks however more work needs to be put in as there were that many options and tweaks to make the final outcomes i will struggle to remember them all clearly. The main objective of this task was to construct various images our animations of generative patterns.
The first piece we created involved us starting with a long tube , we then removed the caps to create a hollow tunnel. We then used the twist effect to add a gradual bend to the structure.This was the base for our animation. We then explored further into the texture options. To get the striped tunnel effect we added the checkerboard effect to a texture but reduced the amount of column leaving us with stripes. These stripes gave off a trippy effect as they twisted down the tunnel. The second part of the piece involved creating a share that had the same texture in a different colour , we then added a slight reflectance to the spheres making them look similar to glass. The aim of the task was to make the spheres travel down the tunnel , to achieve this i added dynamics to each shape giving them hard textures allowing them to bounce off each other , we also had to add a low gravity emitter that spawned more spheres into the composition and let them travel down the tunnel.
One thing i found particularly interesting about this workshop in cinema 4D is that you could swap parts of the composition out for something else and they would retain the same settings such as the original square twist i Changed for a flower shape as shown in my animation below.
The second task was to create a generative texture more so than an illusion. we used a similar texture to the previous task however this time i chose to add thin stripes in illuminous colours. This texture was then added to a plane. At this moment in time the texture was still , therefore we added noise to the plane to make it rough , then a subdivision surface modifier to smoothen the edges. To give the plane some life we used the displacement tool which made the texture move in a random pattern . The style of the pattern depended on the projection that we chose , in my case i used the cylindrical option.
The final process for this workshop was a more simple design which used the emitter effect again. This piece involved colouring multiple planes in a post modernism colour scheme and having them rise to create a scene. This output focuses on the emitters settings showing how you can add random generations in speed and direction to get a different design every time they spawned.
One of my favourite things i learnt from this session is that if you aren't hoary with the patterns you have you are able to pick a different generation seed to give you options which seem to go on forever.
After last weeks introduction to cinema 4D we began to explore into more advanced skills within the program. I feel that i gained a pretty good understanding of the tasks however more work needs to be put in as there were that many options and tweaks to make the final outcomes i will struggle to remember them all clearly. The main objective of this task was to construct various images our animations of generative patterns.
The first piece we created involved us starting with a long tube , we then removed the caps to create a hollow tunnel. We then used the twist effect to add a gradual bend to the structure.This was the base for our animation. We then explored further into the texture options. To get the striped tunnel effect we added the checkerboard effect to a texture but reduced the amount of column leaving us with stripes. These stripes gave off a trippy effect as they twisted down the tunnel. The second part of the piece involved creating a share that had the same texture in a different colour , we then added a slight reflectance to the spheres making them look similar to glass. The aim of the task was to make the spheres travel down the tunnel , to achieve this i added dynamics to each shape giving them hard textures allowing them to bounce off each other , we also had to add a low gravity emitter that spawned more spheres into the composition and let them travel down the tunnel.
One thing i found particularly interesting about this workshop in cinema 4D is that you could swap parts of the composition out for something else and they would retain the same settings such as the original square twist i Changed for a flower shape as shown in my animation below.
The second task was to create a generative texture more so than an illusion. we used a similar texture to the previous task however this time i chose to add thin stripes in illuminous colours. This texture was then added to a plane. At this moment in time the texture was still , therefore we added noise to the plane to make it rough , then a subdivision surface modifier to smoothen the edges. To give the plane some life we used the displacement tool which made the texture move in a random pattern . The style of the pattern depended on the projection that we chose , in my case i used the cylindrical option.
The final process for this workshop was a more simple design which used the emitter effect again. This piece involved colouring multiple planes in a post modernism colour scheme and having them rise to create a scene. This output focuses on the emitters settings showing how you can add random generations in speed and direction to get a different design every time they spawned.
One of my favourite things i learnt from this session is that if you aren't hoary with the patterns you have you are able to pick a different generation seed to give you options which seem to go on forever.
Monday, 13 February 2017
After Effects- Personal Investigation 2
Personal Investigation 2 - Character Rigging
Something that has always interested me in design and animation is character rigid. This is the technique that allows you to animate artwork for movement or other purposes. This can be done two ways. One of these is using the puppet tool which will bend parts of the character depending on where you pin it , i felt that this way wasn't as suitable for my begin therefore sadly had to go the long way around it.
The method i used to animate my character involved creating each individual part in illustrator and importing to after effects. Once imported i parented all the parts to each other to keep the character together. When i first tried to make my character walk i struggled massively , ending up in my character looking as if he was kicking his face. After some helpful advice i imported an image of the walk cycle to help me keyframe the character. I made sure the the first and last keyframe matched up so i could loop the short walk cycle into a long one saving me a lot of time.
After finishing this design i was very happy with it and wanted to take it further. I chose to adapt my design for my website to use it as an animated background. I feel that this would add some personalisation to my site and make it a lot more interesting to look at. I also added a cart to my character that had icons of software that i use fall into it from the top of the page. The cart was simply animated and i used the puppet pins tool to make the top path move with my characters arm.
Although this did take up a lot of personal time i feel that it has developed my personal skill level on after effects massively as i wasn't very confident beforehand. The character rigging techniques will also come in handy for the future as i feel slight animation of artwork can make it look very professional and effective
Friday, 10 February 2017
After effects - Personal investigation 1
After Effects - Personal Investigation 1
After taking part in my after effects workshops i felt that i needed to transfer my skills towards something more personal. I wanted to do this in a simple yet effective way therefore i decided to look into creating some GIFs for my social media using the skills i had discovered in the workshops. I feel that these skills would look well on my portfolio work as gifs are an ever growing popular form of communication over social media.
When designing my pieces i wanted to keep the animations short but straight to the point , these animations would be looped for smoother flow and because the actual animation was very short.
After taking part in my after effects workshops i felt that i needed to transfer my skills towards something more personal. I wanted to do this in a simple yet effective way therefore i decided to look into creating some GIFs for my social media using the skills i had discovered in the workshops. I feel that these skills would look well on my portfolio work as gifs are an ever growing popular form of communication over social media.
When designing my pieces i wanted to keep the animations short but straight to the point , these animations would be looped for smoother flow and because the actual animation was very short.
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