Reflective Journal #4 - More Maya + Colour Design + Feedback

 

Reflective Journal #4 (+ Feedback)




We did an exercise where we had to draw with limited tools (3x colour pencils) with less than 60 seconds per panel, and we had to pass these animation sheets around the class to our left. Previous iterations would progressively get folded over to the back so that the next person would either receive a panel they needed to caption, or a caption they needed to draw (with no additional info).
I definitely encountered challenge in terms of getting even a basic sketch or outline done in the time that we were given, or thinking of how best to communicate to the next person what should be drawn. It made me choose only the most important lines to communicate form, and go for short, concise captions rather than super detailed ones (this would give a better chance to the next person too)


Next we did more 3D modelling work in Maya (I have primarily written about this in my technical notes post for this week). The Maya work mainly consisted of a UI and controls tour, explaining how Maya files should be set up, how objects in the scene should be organised and how to import a lighting setup. After the workshop I tried to use a bunch of the things I'd learned (and some additional modelling functionalities) to make a basic robot design to sit atop the podium we had been provided. The final design isn't that pretty, but I think it looks cute and mainly showcases the usage of a variety of modelling tools which is good.

-- Feedback --



We got peer feedback on our designs in order to help us narrow down which of our designs we should focus on developing into our final concept art pieces (for the vehicle and character). We also asked for feedback regarding the colour choices (as we experimented with a variety initially).

Blake
I think that the purple is the best colour idea so far of the vehicle designs, because it matches alien vibes. Probably the more faded purple goes better with other colours. Try combo it with something more interesting than just black or grey though. My favourite vehicle idea is the six legged spindly one, or the beetle one cause they look the most unique I guess.

Austin:
I really like the scavenger direction that you guys are going for! I think those dark, muddy colours fit nicely. You could also go a little mismatched with the colours to communicate that the parts are scavenged, although that might be more difficult to pull off, cohesively.
To go wackier with the character design, I would try some different body proportions, and try as well to exaggerate those changes. A scraggly, lanky figure might fit that scavenger vibe while also being quite insectoid - you could play around a bit with their posture too.
Another thing you could consider for the character and/or vehicle, is to give them tech/accessories that are more directly drawn from insects? Such as, antennae (sensors?), beadier goggles, that kind of bulbous body shape that lots of insects have.
I'm liking the scuttle-y, tech-y vehicle overall though. I'm excited to see how it all develops!


As can be seen in the images above, we settled on a final colour palette
In terms of aesthetic, I feel a lot happier than last week with the development of our vehicle, and especially of ideas around our driver. I think the suggestion of playing with proportions even further (which was already hinted) is great and going for an even skinnier exaggerated form could be a great move. You can see I added annotations in red to the character draft to see where things may be changed or added. Similarly, I felt adding little wings to the bug for some flight or gliding ability would both make it seem more wacky and bug-like, while also evoking that nocturnal bird theme a little more (with flight being involved). I'm quite happy with the colour palette settled on, involving the alien-like purple (but slightly desaturated), a contrasting pastel orange which we both really like, and then some neutral greeny greys mixed in there too. It'll still take a little experimenting/iterating but I think we have things narrowed down really quite well for executing final drawings imminently.



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