Friday 22 June 2018

@Phil



Took out the other shapes in the background looked too overcrowded and I didn't like that because in calder work there is space. Put in the 2d photoshop triangle buildings to give the distance.  Going to add doors to the circle spout buildings at the bottom.  Not sure on the idea of windows or anything but I might try it out as just circles on the side of the building? Trying to keep it simple. Got bit of inspiration from these below:


Also wondering about whether theres a  way I can make the terrain look bit more ongoing or whether that would make it too much...

2 comments:

  1. Hey Georgia - apologies for missing these updates (what happened to you tweeting me to give me a prod? ;) I just want to say that I love the strength of your digital set - so punchy and so stylised. That said, I do think you need to look at your actual texturing of your surfaces (are your objects UV-mapped?) - if not, make sure you are working with bespoke textures as opposed to shaders; for example, the red and blue domes are reading as completely flat - and while Calder's work IS flat, you need to image that these buildings inspired by him are actually made of a material and are being effected by light etc - for example, are those domes made of brushed steel, or are they coloured glass or... The same applies to all the models in your scene - they need to be UV-mapped and textured and then it will really begin to pop!

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    Replies
    1. Ok thank you ill work on it. materials effected by light..what material they are e.g. brushed steel and UV map and texture it.

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