Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Wednesday, 18 November 2015

Ravine: Modelling the Ravine

  Progress as been made with the ravine, the main location for the events in the narrative animation. This went though a couple of iterations during tonight's development as it initially got very complex, This was solved by going back ot basics with the original shape. In order to give the camera and the fish room to move about without a sense of claustrophobia and an ever-present opening above, I looked into giving space underneath the opening for light and room.


  There is still a little more work to do with this. The ravine floor could be deeper and the mouth could be modified to be less smooth. But the important part for now is the bowels of the ravine, as that will be where the second fish spends most of its time.

   The concept art I am working from included rocky outcrops, another thing that could be added to give us room to work. It would also give a platform for plant life as the thing about a ravine is it is a very steep drop to the bottom and there might be little place for plants to settle and grow. Developing this will be my next step. The other thought was closing off the ends, especially as that is what the ravine does on the surface, and right now it seems a little inconsistent that where the crack is closing, the tunnel is just as wide as it is in the middle of the crack.


  To get a sense of scale, some of the blocked out plants of the last version of the model were brought in and set down. The fish will be smaller than these so the camera could find itself very close to the walls But wit ha lit of space to move.

  Below are stills of the ravine's first version. Less bulging but more confined. The design above could be considered a more theatrical space compared to this one. Although at the same time maybe it also looks a little like a cave with a hole in the top.



Tuesday, 3 November 2015

Another Logo Redesign



  As it turns out the logo I had designed last night was not up to scratch. However with a week to go before the OGR I do not believe there is time, along with everything else, to design a very different brand logo. I was therefore drawn to tweak elements of what had been designed such as the hue, the intensity and the font and icon sizes.

Monday, 2 November 2015

Logo Design Refinement

  Today I looked at polishing up Forge Studios' logo/title. I had initially looked into the idea of looking like metal, something that would genuinely look straight out of a gorge or smithy's mould. When it came to lighting I had the idea come to be that the light could be centred around the glow of the O. And to give more definition I added some edge lights within the interior of the letters.

  I chose to work on this one because this was the typeface the group was most agreed-upon with using. The flat-colour design looked a little formal so one of the aims of the name design was to inject some creativity back into the studio's visual design.

Friday, 23 October 2015

Logo Progress

  This morning I spent a little time investigating font styles for the studio's logo. It would be nice to make this shiny and embossed, like something made out of cast iron. But before we get to that phase we first need to work out the font we are using.

  The one thing we could agree on was our O would be a diamond with a furnace or fire in the middle. This served as the basis of what fonts would suit our style as the various fonts would have to compliment the shape.
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  I have investigated various thicknesses and degrees of condensing, as well as looking to see if our style suits a thick heavy blocky font or something more carved and refined. The last two I experimented with the diamond being larger than the font to see if it could fit.