Ripping it apart
Author: Shaunk...
This was the artwork shown for the final crit. I am satisfied where it's at however I did struggle to achieve an exact representation of what I imagined. The blurred movement of shooting objects in perspective was the most notable of these, they all looked wrong and as if they were moving sideways rather than forward. Some of the shape studies I did in Photoshop were interesting however the aesthetic is easy to get wrong and I didn't want to end up with something looking like early attempt at photo realistic computer game graphics. My greatest advancements, in terms of knowledge, were in illustrator. From a couple of tutorials I collected some good techniques to create faux-lighting and shadow effects, current reading has also given me a more in depth understanding of how we perceive shape, colour and form in daily life. This knowledge was applied to the designs and considered along the way predominantly colour continuity, relativity and intensity. It's also worth a mention that my readings in Perception Psychology covers an interesting subject on 2D images. We learn so relate symbolic images as part of our growth and development as a child, although modern art and design utilizes a depth of techniques to realistically reproduce 3D space it is still only a representation. If you were to show a drawing created in modern day England to someone from a culture using very different symbolic representation then they would not at first have any idea of what the picture was. The best thing I can liken this to would be for one of us to look at a wall of hieroglyphics, however even here we have an advantage as we no longer live in self contained cultures so our minds are more pliable and exposed to more forms of art so we are able to pick out what some of the hieroglyphs would represent.
Anyway back to the artwork. The styles colours etc. were all discussed previously so here I'll just cover what I don't like and think needs improvement. Overall I'm liking the look of the vectors, they achieve the feeling of business, joy and movement I was looking for. I want to improve on the seamlessness of the piece as a whole, I wanted to have a night/day/sceney/abstract design in each corner which all draw on each other and blend to create a whole. The artwork still does not mesh as I hoped and looks a little too "psychedelic vomit" at the moment. I intend to render lighting effects on the lover layers and use blending modes to create a slight variance in the hues and slightly tweek some of the upper layers to get the colours to sync more analogously. The back ground also need the line breaking up around the feathered edge. This I shall try to achieve with some brushes and distortion. Finally I may also experiment stacking the graphics giving them some movement and depth and may also replace the sun layer with a swf so the rays can rotate.