So basically, the primary shapes will define the silhouette and the secondary shapes will define the individuality of the character or object and the tertiary shapes will define the emotion or the story..
Great talk! Thanks for that. Uniform pattern are boring not because they are predictable, but because they are unnatural. Nature is chaotic not regular. So a regular pattern looks fake. Even in human hand made environment, patterns are chaotic because city, house, building, car do have a life, and thus all shaped and look different.
Recently had to arrange a bunch of buildings into an appealing city that only had to look good from one angle. I basically came to the same conclusion as Gleb, even used some "areas of rest". It took me some tries but I'm very satisfied with the result.
Awesome insight Gleb. I've always assumed I did this or something like this intuitively in my illustration work but It's nice to actually think about it as a sort of visual system or guide to use as a check on your work. I'll try anything that takes the "mystery" out of the creation process enabling more successful images, more often. Cheers and thanks for sharing!
Mystery is still there, no matter how hard we try to deconstruct an image, but yeah it could be a useful guide to check work for errors (without needing a pair of fresh eyes).
Cheating is the only way to succeed when working with this kind of stuff. Learning from the best, with the use of the most intuitive features. Thanks a lot for sharing these art and design tips!
Hi. About the ratio... amount of details is usually related to where is the central point of an attention in the rendering. For example: if you render an Alien that moves it's mouse, eyes and mouth will have more details. Details bring attention to the eye, while when details are equally spread, you don't care, as you mention from around 10:24. It all depends on where you want to bring attention. For instance: the amount of details in a zommed in transform transformations is really confusing for the brain.
This is a fantastic presentation on the importance of composition, which is greatly impacted by a balanced distribution of visual elements. These simple rules apply to all forms of visual communication, whether it is painting, animation, graphic design, architecture or product design. Well Done!!
Transformers. * wipes tears * Now add some ultra fast action and motion blur to that, while the pieces are shifting around... and... and... an analogy escapes me. In any case, these tips are grand and I will be playing with them. Thanks Gleb.
I feel this is useful when making a game level layout. I also feel an AI could be trained, or a scripted built, to use this as part of an overall set of rules to use when making an auto level generator. It could start with a main full level area shape. Then within it, have areas of interest spread out sparsely, wile only covering 30% to 40% of the full map with them. Then mix in things to find with in each area of interest. Some of those things to find, could be key items to help in exploring some areas you could not before, without them.
This was very interesting but I remain slightly confused. How do you really decide which shape belongs to what category? Particularly the big and medium when they also supposed to be varied in size; Do you think about this principle from the start? How do you reconcile this with your natural instincts and intuition? Or do you complete your work and make adjustments later based on this concept?
I've been seeing this as a combined effort of instinct and planning. Having some well thought out concept art really helps. I would say that for the most part, practicing these methods in conjunction with instinct both during and after a creation would yield great results.
Gleb Alexandrov yeah two big chunks name forename then the medium syllables and finally the little details in the way the g and l or d and r sing together.
Nice talk. But don't forget the storytelling. One badge can bring more attention and brain work than tons of details depending of what's written there. Obviously if it's not a pure technical render.