In this blog post I will show all of the spreads that make up the full magazine. ‘Air’ could be considered the Macrocosm (the other meaning) of the micro visuals: the individual spreads that have their own individual meanings (Tufte, 1990, pp.37-53). The back cover features an advert as a usual magazine would. The advert is for a mood tracking app and represents a microcosm for the larger theme (macrocosm) of mental health. Overall, each spread works as a microcosm … Continue reading “Final Project: Micro-macrocosm”
Final Project: Layering and Separation
When designing a magazine, considering the layers and the separation of information is important in order ‘to organise data by separating important pieces of information’ (Tufte, 1990, pp.53-67). I worked on multiple layers when creating ‘Air’ and each layer (whether image or illustration) was imperative to the storyline of the spread/article. ‘Each layer is important and, done well, contributes to the wholeness of the design’ (Rutledge, 2006). In the example above, you can see how I enlivened and also organised … Continue reading “Final Project: Layering and Separation”
Final project: Narratives of Space and Time
Tufte’s theory of Narratives of Space and Time played an important role in the creation of ‘Air’. When designing my magazine I knew that I wanted to include a painting tutorial and have that as the main feature . I aimed to ‘create a timeline with changes between each visual’ (Tufte, 1990. pp.97-119) in order to create a tutorial and teach the viewer how to use painting as a form of therapy. In order to create an effective tutorial, a … Continue reading “Final project: Narratives of Space and Time”
Final project: Comparison of Small Multiples
In my magazine, I have utilised Tufte’s theory of small multiples throughout. In this example I am using similar paint strokes to illustrate different colours. The viewer can see that these all represent paint strokes but as they are ‘similar images with slight variations’ (Tufte, 1990, pp.67-81) the viewer can see and compare the different colours. I did this to show how different colours can be used to represent emotion. For example, red for anger, blue for sadness, etc. In … Continue reading “Final project: Comparison of Small Multiples”
Final project: Use of Colour
‘Air’ is a magazine that teaches others how to use art as a form of self care. It is aimed at young adults and teenagers struggling with mental health issues. In my project, colour plays an important role. I have chosen to stick to a set colour palette for my magazine as “brand colours are powerful in helping customers decide whether or not they want to engage.” (Marshall, 2021). My colour palette consists of light tones of blue, peach and … Continue reading “Final project: Use of Colour”
3D Character: Final renders and wireframes
These are the final rendered screenshots, videos and wireframes of my finished 3D character: Estry. I had some troubles with the video as no matter what I tried I could not export the video at a higher resolution. I have included lots of screenshots so that the model can be viewed in full instead. Rendered screenshots Rendered turntable video Wireframes Here are the wireframes of my model. You can see all of the different original shapes that made up the … Continue reading “3D Character: Final renders and wireframes”
3D Character: Process
This is a basic overview of the process I took to create my 3D model. I will go through each step and how I got there. To start off with, we built the basic anatomy of our character using the ‘IMM Primitives’ tool in a lab session. We were basically creating new shapes and putting them top of each other in order to create a basic anatomy shape. We would edit and use the ‘move’ brush to adjust each shape … Continue reading “3D Character: Process”
3D Character: Visual style and inspiration
A lot of my visual style and design inspiration comes from fantasy genre video games such as Skyrim and World of Warcraft. I knew from the beginning of the project that my model couldn’t be too realistic as she is a fantasy elf-like character so I wanted to go for a more exaggerated fantasy style. As I said in a previous blog post – I can imagine my character appearing in a comic or a video game, because of this … Continue reading “3D Character: Visual style and inspiration”
3D Character: Poses and accessories
Poses When designing the poses that fit my character, I knew I needed to display the different aspects of her personality. I wanted to show her business side, her manic powerful side and yet her sensitive and anxious side. I imagine Estry as having a very two sided personality, she is powerful and a strong leader but she is still overcome with guilt and anxiety from her past trauma. The first pose shows her business side. I imagine her in … Continue reading “3D Character: Poses and accessories”
3D Character : Colour
In terms of colour pallette I had a pretty strong vision of what colours my character would be. I didn’t want to become stuck to one colour palette though so I experimented with a few different colour ideas. I knew that I wanted the suit to be different shades of black with black and red shoes, that was an immediate character design feature that I stuck to, I will explain more of her clothes and accessories in a following blog … Continue reading “3D Character : Colour”