Wednesday, 23 November 2016

ogr part 2


1 comment:

  1. OGR 24/11/2016

    Hey Jess,

    You've come a long way since OGR 1 - and your resolution here is much more speculative and truly imaginative than previously. In terms of the presentation of production art and orthographic drawings, I'm going to share this example of a previous student's OGR - a) because she too was dealing with highly organic forms and b) because I want you to see the difference in quality and professionalism between the presentation of your work here and the level you'll need to get it to before submission. Most of your classmates are in a similar position - i.e. they need to make much better, much more professional production art and they need to make much more technically precise orthographs. Check out this presentation - don't let it panic you - just look at it to see where I want you to try and get to by the end of this term as a personal goal.

    http://deanna-crisbacher.blogspot.co.uk/2015/12/what-if-metropolis-updated-production.html

    I really like the organicism of your buildings - you've got the bulbousness of Long's work and the 'blister' quality too. What I want you to look at as you consider developing these designs into Maya are some real world references to ensure your buildings feel credible and suitably architectural. Currently, all the surfaces you describe in your concept painting are smooth, but if you look closely at organic-style architecture, you will see textures, cladding and modes of construction - for example:

    http://www.thetimes.co.uk/tto/multimedia/archive/00410/107289210_bullring_410382c.jpg
    http://media.architecturaldigest.com/photos/56ba787ca254b168296a8fff/master/w_640,c_limit/zaha-hadid-architecture-01.jpg
    http://www.gannett-cdn.com/-mm-/57fae7aac9c8a4ec649593824e9162460e29a7be/c=199-0-3302-2333&r=x408&c=540x405/local/-/media/2016/03/31/USATODAY/USATODAY/635950238220107058-AP-Britain-Obit-Zaha-Hadid.jpg

    Even big glass structures - especially curved ones - have a pattern or texture to them:

    https://www.roughguides.com/wp-content/uploads/2014/02/12.NatTheatreBeijing-42-32329443-1680x1050.jpg
    http://geometrica.com/sites/default/files/color/san_juan_church_dome_72_dpi.jpg
    http://traveldigg.com/the-eden-project-old-mines-so-amazing-places-in-the-world/

    Short version is I want you to consider all the little bits of detailing that will help you understand how to ask practical questions about the sorts of models you need to make and then also how you might texture them. Thinking about your designs in this more 'real world' way will also encourage you to tidy up and finesse your actual production art.

    So - short version - you've come a long way and you're making much more interesting work now. Next job is to up the quality and sophistication of your production design drawings and their resulting orthographs, and you can do this by taking a moment to 'really' look at some of the references I've provided and relate them to your ideas about your Long-inspired city.

    This is an encouraging OGR, Jess - well done :)

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