Illustration & Visual Narrative / Task 1: Exercises

8.26.2021 - 9.16.2021 (Week 1 - Week 4)
Audrey Gracia Djohari / 0348120
Illustration & Visual Narrative
Bachelor of Design (Hons) in Creative Media / Taylor’s University
Task 1: Exercises



LECTURES

WEEK 1 : Introduction

Today (26th August 2021) was the first ever IVN class with Miss Noranis Ismail and Miss Jennifer Teh. Miss Noranis started the class with the Introduction to the module. 

Miss Noranis gave us our first exercise: Vormator Challenge. Students must create a unique character by using a limited set of shapes. And this character will then be assembled into a trading card game. For this week, we only had to make a sketch for our vormator character.

She also briefed us about all of the upcoming tasks, and here are the things I got to note:

  • Task 1: Vormator Challenge (Making Playing Cards & 1 Character Design)
  • Task 2: Movie Scene Minimalist Poster (Animating Poster)
  • Task 3: Webtoon (Theme: Horror, Creepy Story)
  • Final Task : Animated Comic (Duration: Less than 3 minutes)

WEEK 2: Introduction to Character Design

Miss Noranis asked the students what our favorite characters are. Mine is Baymax from Big Hero 6. I like how Baymax is so simple and pure. He's made out of balloon and the shape really tells his soft personality.

Today we learned about the Principles of Character Design. First of all, Miss Noranis said that we had to make sure the character we're making is appealing to the target market. Secondly, stylized the character, make it iconic, easily created, and profitable.

- Principles of Character Design:

1. Shapes, shapes, shapes

Shapes define the character's silhouette. This is what sets the iconic look and makes the character appealing.

One of the best iconic character example is Monster, Inc. The two main characters show a distinct contrast in size. The comparison makes them easy to remember. Shapes can also show the characters' traits and stability. If we look more thoroughly, many antagonists have unsettling appearance while protagonists often have a stable shapes.

Figure 1.0.0: Monster, Inc. (Shapes Study), 09.02.2021


2. Colour

Colours have the qualities that can cause certain emotions to people. We can tell if the character is a protagonist or an antagonist just from their hair colour. It plays an important role at determining who are the heroes and villains.

Tips: Use Adobe Color to determine a character's color scheme


3. Emphasis & Contrast

A good character design is when you pick one visual element in a character and exaggerate it. Sometimes picking a cultural element and adding it to a design makes it uniquely authentic (e.g. Disney's Hercules).

Figure 1.0.1: Disney's Hercules (Emphasis & Contrast Study), 09.02.2021

4. Harmony

All shapes, lines, colour, motifs, patterns must be put together in a tasteful manner. Every element used in a design must work together like they compliment each other. A balance of visual elements has a Visual Hierarchy. Think about what the first visual elements people will look at in your design. In conclusion, it is important to think how everything melts together when making characters.


5. Expressions/Poses

Behavior, quirks and personalities that are visually shown are what makes the characters win the heart of the audience.

Figure 1.0.2: Expressions/Poses Example, 09.02.2021

WEEK 3: Composition (1)

1. Types of Shots/Composition

Figure 1.1.0: Types of Shots/Composition, , 09.09.2021

2. A Balanced Distribution of Positive vs. Negative Spaces

  • Chiaroscuro: This is an Italian term which literally means 'light-dark'. In paintings the description refers to clear tonal contrasts which are often used to suggest the volume and modeling of the subjects depicted.
  • Positive space refers to areas where the subject is positioned. Negative space is the area surrounding the subject. Or in other words, positive space is the main focus area whilst negative space is the background.
  • Find a balance of positives and negatives,
  • Visual Hierarchy is important
  • Determine the Mood, Rythm/Movement, Visual Elements that tell/stage of a story.

Figure 1.1.1: Positive and Negative Space, 09.09.2021

3. Take Aways
  • There is no right or wrong in Composition, only bad and tasteful composition.
  • Observation is Key.
4. The Rule of Thirds

Composition essentially refers to how an image is put together. And when it comes to composition, there are tricks that can take an art to the next level and make a piece really grab the audience’s attention.

The method states that if an image is divided into nine equal parts (three vertical and three horizontal), the image will be more interesting and pleasing if the visual areas of interest are placed in alignment with these dividing lines and intersections. Since people view images from top to bottom, left to right, the top left intersection is considered primary and the bottom right, secondary.

Figure 1.1.2: The Rule of Thirds, 09.09.2021

5. Background, Midground, and Foreground

When composing a scene, creating an effective sense of the space is very important. Together with some useful techniques mentioned in this book (such as perspective), illustrating elements of foreground (close to the viewer), midground, and background (far away) within your image will immediately communicate a sense of scale to the viewer. 
  • Foreground: The subject matter.
  • Midground: The subject matter.
  • Background: The world setting of the subject matter inhabiting.
6. Create Environment Art

Foreground, midground and background play a huge role in creating an environment art. Keeping these levels in mind when designing is an easy way to establish depth and encourage strong compositonal planning.

7. Contrast
  • Contrast means using a dramatic shift or change of aspects of the visuals (within the same image) to guide the viewer’s eyes through the piece. 
  • An image without contrast often looks either boring or confusing. 
  • Using bold changes between dark and light in a few calculated areas of the image helps the viewer pay attention to that specific area and helps control the way the viewer’s eyes move through the image. This works particularly well with light and dark but can also be applied to colour, scale, texture, and more.
8. Detail
  • A high amount of detail can be interesting, but sometimes a lot of detail with a lack of contrast can become confusing to the eye and cause viewers to lose interest. 
  • It works best to pick between one to three areas of interest and freely add detail to those areas.
  • We can also use of 'depth' of field in cinematography, where the focal points are in sharp detail and everything else is slightly blurred.
9. Symmetry vs Asymmetry
  • To make an artwork immediately looks aesthetically pleasing to people, keep things fairly balanced and predictable. 
  • Making an image asymmetrical (unbalanced) can also be a useful way to add drama. The sense of unease a viewer gets by seeing something off center or on an uncomfortable angle can be an effective way to elicit your audience’s discomfort, fear, or alarm.

WEEK 4: Composition (2) - Perspectives

Perspective is the method of representing these aspects in your illustrations. It can create a sense of realism or it can be manipulated to make your images more dynamic and interesting. Perspective is to create depth and illusion.

- Types of Perspective

  • 1 point
  • 2 point
  • 3 point
  • 4-5 points (fisheye)


Figure 1.2.0: Perspectives, 09.09.2021

NOTE:
Parallax Effect: We can also use layers to depict depth, it is called Parallax Effect. Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines.


1. One-Point Perspective
  • This is the most simple method of producing three-dimensional images entails drawing your objects emerging from a single point on the horizon. 

Figure 1.2.1: One-Point Perspective, 09.17.2021


  • The red point (the red dot in the middle where you draw your objects emerging from) is also referred to as the vanishing point. As images get closer to the vanishing point the smaller they become, until they become so small they actually vanish completely.
  • To set up a grid to use as perspective reference, draw the horizon line, then place the vanishing point. Any straight lines that is drawn emerging out from the vanishing point will provide correct perspective. It helps to use these lines as a reference as you draw a scene.
2. Two-Point Perspective
  • In two-point perspective, there are vanishing points on either side of the horizon, and the objects and buildings within the scene are drawn to both of these vanishing points. 
  • This method of perspective help creating a greater sense of space in a scene and helps give objects more of a sense of dimension and place.
  • Scenes using two-point perspective tend to be more interesting when there is a variety of different-sized objects and buildings; this gives the scene scope and asymmetrical interest.
Figure 1.2.2: Two-Point Perspective, 09.17.2021


3. Three-Point Perspective
  • Three-point perspective usually consists of two vanishing points on opposite sides of a horizon (as in two-point perspective), but with the addition of another vanishing point high above or below the horizon. This is most useful to achieve a sense of drama and scale, or to show more objects in a single scene.
Figure 1.2.3: Three-Point Perspective, 09.17.2021
  • The scene above demonstrates how three-point perspective can create a sense of looking down. The same effect in reverse (looking up) is created with the third vanishing point placed high above the horizon. 
  • If the vanishing point (which is not connected to the horizon) is a great distance from the horizon, the intensity of the angle will be less than if it were placed close to the horizon (which creates a more extreme viewing angle).
4. Introducing Figures

While making characters in a scene, it is very useful to rough in guide boxes to represent the basic spacial size of characters and organic objects. Use cubes first when laying out the scene, then simply fill in those guide areas later on.

Drawing a dramatic scene with many objects, buildings, and characters of varying sizes may at first seem like a difficult task. While it does take practice to master the application of these methods, even the most ambitious of drawings and scenes can be made much easier to produce when starting with very simple shapes and geometry. 

5. Dynamic Application

Figure 1.2.4: Dynamic Application, 09.17.2021


In a dynamic scene, designers don’t need to adhere to the perspective method in a strict way. For example, in the image above, there are two separate uses of perspective methods — the crashing spaceship and the planet below it. The planet is drawn using curved perspective lines to create a sense of drama and to create the look of a different camera lens that the viewer is looking through. The ship is on such a strange angle that it has its own horizon vanishing points, creating a sense of tension, as if two worlds are colliding.



INSTRUCTIONS


Submission deadline: Friday, 24 September 2021 by 11.59PM

Upload these files into your Google Drive Folder under Task 1 [Refer to the folder arrangement in Module details]. Also, please ensure that the details you shared in the Contact Sheet is up to date.
  • Exercise 1: Vormator Challenge Final *.jpg for character design [600 x 600 pix] 
  • Exercise 2: Game Card Final *.jpg of the character + background + card composite [Tarot size 897 x 1479 pix] 
  • Blog update for Task 1 in your e-portfolio



PRACTICAL

Google Drive Link:

https://drive.google.com/drive/u/1/folders/1GhRZpCLfX8bsOJMRk9Caai-HPtvkUlLK

- Exercise 1/ Vormator Challenge Character -

Instruction

Figure 2.0.0: Vormator Challenge in Instruction in PDF


WEEK 1:

Visual Research

 

Figure 2.0.1: Examples of Vormator Challenge Artwork, 08.26.2021

Idea Exploration & Process

On this Vormator Challenge Task, I had to make a character using only these given shapes using Adobe Illustrator. As the first step, I tried to form anything with these shapes using my imagination. And then, I sketched it on paper to put my ideas together.

Figure 2.0.2: Vormator Challenge Shapes, 08.26.2021

Figure 2.0.3: Vormator Character Sketch, 09.01.2021

I digitized the sketch into ProCreate App on iPad to help me to determine the color palette before creating the vormator character in Adobe Illustrator.

Figure 2.0.4: Sketch on ProCreate, 09.01.2021


WEEK 2:

Digitization in Adobe Illustrator

This was my first time using Adobe Illustrator, and I did this while watching Miss Jennifer's Tutorial Video which I found very helpful. So the first thing I did was creating a new canvas with 600px X 600px. Then, I placed the vormator shapes on my canvas and I use Pen Tool to recreate all the vormator shapes in different layer. And then I copied and pasted them until I had enough shapes to make my character.

Figure 2.0.5: Using Pen Tool to Replicate the Shapes, 09.08.2021

Figure 2.0.6: Replicated Shapes, 09.08.2021

I also placed the digital sketch I made as a reference. I started by making his body first by using two badge shapes with different shades of blue. The purpose was to make the body a bit more 3D and not too plain. I used the Eyedropper Tool to take the colours from the reference picture. 

Figure 2.0.7: Making the Figure, 09.08.2021

Next, I made his eyes, beak, feet and wing. Overall, I only used 4 shapes of the Vormator, those were: the Drop, the Chevron, the Wurst and the Badge. And the last figure I made were the lightning strikes. I made it only by using the Chevron shapes. I rotated some of them and played a trick with the colours to make the lightning shapes. The details can be seen in Figure 3.6.

Figure 2.0.8: Making the Figure, 09.08.2021

Figure 2.0.9: Outcome, 09.08.2021

I was not satisfied enough with the first outcome, I did love the shape and proportion of the bird, however, I felt like I I was missing something about the colours. So I tried to learn using gradient by myself and tried to make Elechick more alive. I added some orange gradient for his beak and feet. Using gradient was quite tricky and confusing, but I was happy with the final outcome.

Final Outcome

My character's original name is "Electrichick", but Miss Anis asked for a shorter name, so I changed his name into "Elechick". He is basically a super bird that has electrical power, that's why he is blue and has all those lightning around him. And here's the story I wrote about Elechick:

"Elechick, also known as Elec (that's how his friends often call him) is no ordinary bird. After accidentally being electrocuted by a power pole and surprisingly survives the near-death experience, Elec gained an ability that no bird has ever possessed: Generate Electrostatic Energy. Later, he becomes one of the Featherangers original squad to protect the GreatNest." 

Power: Electric manipulation, Super strength and lightning speed when fully charge 

– Audrey Gracia (Creator)
Figure 2.0.11: Vormator Character Final in PDF, 09.08.2021


- Exercise 2 / Game Card Design -

Instruction

Figure 2.1.0: Game Card in Instruction in PDF


WEEK 3: 

Visual Research


Figure 2.1.1: Game Card Visual Research, Pinterest, 09.15.2021

The figures above are some game card designs that I found in Pinterest. I like how first design which portrays superheroes has an analogous yet eye-catching design. It has a good proportion and typography so that players can read many information easily. 

From the second Figure, I noticed how the backgrounds work harmoniously with the characters without. Even though the backgrounds are pretty complicated and colorful, they somehow don't steal the spotlight from the characters. The backgrounds show depth and the vast world of the characters' universe even though it only has a relatively small space.

The third Figure has the most complicated characters, but it shows more a minimalistic design. For me, it really emphasizes the complicated characters in a simple background very well. The text placement are also neat and clear. This particular design is simple yet able to convey every information needed in the card.

Idea Exploration

I initially drew 3 sketches of the game card. I personally liked the idea of the first version where the eggs pop out and is out of the frame. However, if I went with it i would end up submitting the wrong card size. So I went to digitize the third version (the sketch with the dark border).
Figure 2.1.2: Game Card Sketch, 09.15.2021

Next, I searched for the color scheme using Adobe Color. I really was tempted to add more colors other than the colors on Elechick, but I thought it would be best to just use those colors only as they were already harmonious and blended well. The blue shades are the major color, while the yellow and white shades are the bright complements.

Figure 2.1.3: Color Scheme, 09.15.2021

Digitization in Adobe Illustrator


I created the eggs and other elements using Pen Tool. I cut the egg cracks using 'Knife' and and I applied the Masking method (Command + 7) for the Egg dots to fit the Egg form. I did the same thing to make the background.

Figure 2.1.4: Creating the Egg Crack, 09.15.2021

Figure 2.1.5: Making the Clouds, 09.15.2021

I used 'Gradient and 'Sponge' for the elements' rough texture. The purpose was to make the eggs and borders more eye-catching and alive. The texture really added impact to the elements.
 
Figure 2.1.6: Using Sponge, 09.15.2021

As I mentioned before, I initially wanted to go with the first sketch where the eggs pop out. However, when I did it in Adobe Illustrator, the shape of the back part was just not right. Also, I thought that I would not be able to meet the pixel size requirement for this exercise which is 897 x 1479 pixels. So, I eventually changed it to the third sketch design.

Figure 2.1.7: First Digitization of the Game Card, 09.15.2021

I changed the eggs' position so they fit the card's frame. I also tried using the Rule of Thirds as a finishing touch to adjust the position of the elements so it creates a better composition in the final outcome. I simply adjusted the description bubbles under Elechick by following the vertical lines. I also adjusted the Elechick's circle to fit the 6 squares at the top. For the card's front side, I adjusted the egg and moved it to the middle of the card.

 Figure 2.1.8: Applying the Rule of Thirds, 09.15.2021

 

WEEK 4:

Layers

I used 5 different layers for this exercise:
  • The first and top layer is for the Type, where I put the title, card number and description. 
  • The second layer is for the vormator character Elechick, which is the foreground of the card (besides the type). Elechick is the focal point of the card so I put it on the second top. 
  • The third layer is for the midground, where I designed the eggs. In the back of the card, I made a mysterious egg with a question mark. 
  • And for the front of the card, I made the egg cracked into two revealing the Character: Elechick. The fourth layer is for the border. 
  • Lastly, the fifth layer at the back is for the background where I made the clouds and mountains as the habitat of Elechick.

Figure 2.1.9: Layers, 09.22.2021

Figure 2.1.10: Layer #1, Type, 09.22.2021

Figure 2.1.11: Layer #2, Elechick, 09.22.2021

Figure 2.1.12: Layer #3, Eggs, 09.22.2021

Figure 2.1.13: Layer #4, Broder, 09.22.2021

Figure 2.1.14: Layer #5, Background, 09.22.2021

Final Outcome
Figure 2.1.15: Game Card Front (Submission), 09.22.2021

Figure 2.1.16: Game Card Back (Submission), 09.22.2021

Figure 2.1.17: Game Card Final (Submission), 09.22.2021

Figure 2.1.18: Game Card Final in PDF, 09.22.2021



FEEDBACK


WEEK 2: Vormator Challenge Sketch

General Feedback
Make sure to make the Characters unique. And start practicing Adobe Illlustrator.

Specific Feedback
Miss Noranis said my work was nicely done. All I had to do was redo it on Adobe Illustrator. "It's so nice! It's already done, but you have to do this in Illustrator. You're done here, very nicely done, no comment." –Miss Noranis


WEEK 3: 

Specific Feedback
Miss Noranis said I should better use the gradient one for the playing card. And she asked me to change the character's name into a shorter one. I changed it from "Electrichick" into "Elechick". She also said I could continue to start making the playing card.



REFLECTION

Experience
The first weeks of IVN was a bit overwhelming because I've never used Adobe Illustrator before. Thankfully, I could go back and watch the practical videos which were very clear and showed helpful step by steps. I also felt happy when Miss Noranis and Miss Jennifer liked my Vormator Character, so it was a satisfaction for me. Other than that, I really like the exercises as they allowed me to explore my imagination creating my own character and game card. I was eventually quite comfortable using Adobe Illustrator after I finished my Vormator Character, I've mastered the basic tools and I could do masking and gradient, so I didn't have as much problem when I did my Game Card Design.

Observations
I observed that Adobe Illustrator is something I have to learn fast, because it will be used in many classes. And I realized that making a character design is all about uniqueness and exploration, and It's important to do observations on movie characters or any other characters whenever we can to widen our perspective and views. Lastly, I observed that I these exercises have unlocked my Illustrator skill which made me very happy, I realized that every exercise I did always taught me something new.

Findings
I found that Adobe Illustrator is something I have to explore myself. And the best way to master it is by trying new tools by myself and watching the tutorial and extra Youtube videos. I must do my own research and try to use it more often to get used to it. Overall, this task is a good experience, I really learned a lot about Adobe Illustrator and I enjoyed using limited elements to create an artwork, it's a whole new challenge.



FURTHER READING


Figure 3.0.0: Creative Character Design by Bryan Tillman

Reference:
Tillman, B. (2015) Creative character design. Focal Press, Taylor & Francis, New York & London.


- What Makes for Good Character Design?

1. Archetypes

Archetypes represents the personality and character traits that humans identify. It is the personal story of each character that makes for good character development.

2. Story

Story is the the most important thing to make a good character. Developing the character's back-story before starting to draw will allow designer to have a stronger and more well-rounded character design. Better to write the story BEFORE making the character, so that the design don't keep changing. The character is always in service to the story.

3. Being Original

Sometimes it's hard to be original because everyday we are influenced by the things around us. But still, we have to bring the form of originality to our design to make it unique.

4. Shapes

Shapes play a big role in character design. Every shape has a meaning behind it. For example is the figure below, the shape reflects the character's personality. Stories are coming up based on those armor, helmet, and weapon. Shapes also give us the means to talk about silhouette and functionality. 

Figure 3.1: Character Shape, Creative Character Design by Bryan Tillman, 2015

5. Reference

Having a reference is not cheating, but do not copy the reference. Using proper reference is important to every designers as it allow them to create more accurate designs.

Figure 3.2: Not Using Reference vs Using Reference Creative Character Design by Bryan Tillman, 2015


6. Aesthetic

The aesthetic is the look of the character. It's important because character's look determines whether the viewer likes, dislikes, connects with, sympathizes with, or anything.

Important questions before making the aesthetic:
  • What style should be used when creating this character? 
  • What colors should be used?
  • What medium is this character going to be used for? 
  • Who is the character’s audience?

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