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Week 1 - Week 6
2023.09.26 - 2023.11.03
Qistina Nuralya Maria Binti Azly / 0354180
Illustration & Visual Narrative / Bachelors of Design (Honours) in
Creative Media / Taylor's University
Task 1: Exercises (Vormator Challenge)
Table of Contents
1. CLASSES
1.1 Week 01
1.2 Week 02
1.3 Week 03
1.4 Week 04
1.5 Week 05
1.6 Week 06
2. PROGRESS WORK FOR VORMATOR CHALLENGE
3. FINAL OUTCOME
4. REFLECTION
1. CLASSES
1.1 Week 01
Lecture: Sir Hafiz briefed us about the important URLs that we had to check out
like the URLs to help us get access to our Adobe Resources and such. Within
the URLs, we also got the link to our Google Classroom. Overall, our lecture
was mostly general housekeeping to keep everyone on the same page.
Tutorial & Practical: After our lecture, Sir Hafiz gave us our first lab task which was
learning the Pen Tool. This was to prepare us before fully getting into
Adobe Illustrator, which would be our main application for this module.
After showing us the link to a site called "Bezier Game", Sir set up a
challenge for us to try to create the car outline with the Pen Tool using
less than 10 nodes.
When I first tried it out, I could admittedly only get around 13 nodes
and no less. But after I think 4 more tries, I managed to get 9 nodes! \( •̀ᴗ•́
)/
Fig. 1.1.1 Bezier Game, Car Section
After posting my results to the TEAMS chat, I was intrigued to continue the
game so I also did the Airplane Section of the game and got 9 nodes! Though
the ideal amount of nodes was 10 so I'm not really sure if I was doing it
correctly or not... (>﹏< '')
Fig 1.1.2 Bezier Game, Airplane Section
1.2 Week 02 Vormator Shapes
Lecture: We started off the class with Sir Hafiz briefly going through the
Character Design lecture slides since it correlated with what we were going
to do for tutorials. He then demonstrated to us how to attempt the Vormator
Tracing exercise where we had to trace 6 shapes;
the Zerk, Drop, Badge, Chevron, Bar, Wurst, Cobra and Tentacle. And after he said that we can start playing with the shapes to create our
monsters.
Tutorial & Practical: For the whole session, Sir gave us ample time to get used to tracing the
shapes and instructed us to upload said tracing into the TEAMS chat after we
were done. At that time, I was experiencing trouble with my Illustrator,
though; so I did have to somewhat improvise and use an online
Illustrator-like website to do my tracing exercise,
Vectr. (・–・;)
Surprisingly, even though I experienced troubles, I ended up being the
first one to upload my tracing. When I uploaded it, Sir gave the picture a
thumbs up and said that it was a very sharp tracing! (ᵔᵕᵔ)
Fig 1.2.1 My Vormator Tracing exercise using Vectr.
Since my Illustrator wasn't properly set up yet, I, unfortunately, wasn't
able to play around with the shapes to create my monsters (╥_╥)
1.3 Week 03 Light and Shadows
Lecture: This lecture was the introduction to Chiaroscuro, the method of using
shapes, establishing light and dark; thus, giving it weight. We were given
pre-recorded videos to watch by Sir Hafiz; they were videos of how to
basically achieve Chiaroscuro using a pear. Additionally, Sir added
another challenge for us to do which was essentially merge the shadows of
a picture of a skull (given in the Google Classroom) with the pear shape
that we'll make.
We were introduced to the
Pathfinder tool, Shape Builder and Knife Tool.
Tutorial & Practical: The session was done off-call like last week. I found the exercise to
be quite fun! Honestly, any activity that involves colours automatically
catches my interest. The pear tracing went very smoothly along with the
Pathfinder sections. Plus cutting up the pear into parts and creating the
illusion of 3D on a 2D object was just overall very satisfying I'd
say! (๑>◡<๑)
Fig. 1.3.1 Chiaroscuro Pear. Left: Tracing and Shadows; Right: Cut
and turn into a 3D object.
Next, I worked on the skull shadows. I kept things simple since I wanted the
shadows to imply the main contours/shadow shapes of the skull. If I added more
shadows, I feel like it'd look too detailed and weird. For colours, I used
blues and pinks for a nice contrast and colour cohesiveness.
Fig 1.3.2 Skull shadows applied to pear.
Sir said our pears were all very nice ( ◡̀_◡́)ᕤ Other than that, we also
had a feedback session for our progress on our Vormator Challenge.
1.4 Week 04 Colours and Blending Modes
Lecture: We were briefed on Blending modes to aid in our applying
said blending modes in our Vormator works. In Illustrator, there are six
blending modes:
Normal, Darken, Lighten, Contrast, Inversion, and Component. Each
of these modes works a little differently, so it's important to know which
one to use for which effect. You can find them in the “Appearance” section
under the “Properties” tab on the right menu.
Fig 1.4.1 Visual demonstration of how each blending mode
works.
Tutorial & Practical: Sir demonstrated to us how to try these blending modes by using a
picture of a man (or Vin Diesel wannabe according to Sir). Essentially, we
had to use what we learned in the previous week (Pear Exercise) and apply
it to our tracing of the guy. Additionally, he showed us how to add
textures to the shadows/the elements in general.
Fig. 1.4.2 Vin Diesel wannabe (right) that we had to
trace.
It was initially frustrating for me to trace the guy since his back was
fully in the shadows so I just had to make assumptions of how his back/waist
would be.
Fig 1.4.3 Attempt #1 and Attempt #2 of my tracing and
texturing.
Attempt #1 has a slightly wider silhouette than the others as this
was my initial attempt at tracing; though I'd fix it slightly in my
following attempts. I chose a teal background with an orange background
because I really liked the contrast and theme of it.
Attempt #2 has a watercolour texture to the shadows and a gradient
as the background. I set the colours up so that it would look like light is
shining really brightly from the top and slowly fade to darker shadows at
the bottom. The background gradient was set the complete opposite (dark to
light) to create a better silhouette of the guy. I chose pastel purple for
this because I usually associate it with soft watercolour (。˃ ᵕ ˂
)
Fig. 1.4.4 Attempt #3 and Attempt #4 of my tracing and
texturing.
For both of these attempts, I was really inspired by Persona 5's (a
popular JRPG game) art style which uses a lot of halftones. That and also
their main colour palette is red and black which I really like.
Attempt #3 has a simple but effective colour scheme; the
shadows and background are all black, giving great contrast to the parts of
the guy that are hit by light. I did a similar effect as
Attempt #2 where the light gradually fades into shadows but this time
I used interesting halftones.
Attempt #4
is basically of combination of everything I learned from
Attempt #2 and #3; I applied the gradient background from
Attempt #2 (this time using halftones) and I used the fading
halftones from Attempt #3 on the shadows.
Fig. 1.4.5 Persona 5, a popular JRPG game; is my inspiration
for my third and fourth attempts.
1.5 Week 05
Sir Hafiz was unfortunately on medical leave so we did not get to have our
class for this week. But we were encouraged to continue our Vormator
Challenge.
Lecture: -
Tutorial & Practical: -
1.6 Week 06
Lecture: Since we missed our previous week's class, Sir advised us that we
should see him every Tuesday 6-9pm at D7.04 (Computer Lab 19) for
one-to-one sessions about our exercises/assignments. We were given our
exercise deadline; Friday, November 3rd. Then, Sir started introducing us
to our first proper assignment: The Decisive Moment; but I'll include the
info in my Assignment 1 post.
We were provided resources to help with our current exercise which
included info about the Rule of Thirds; a crucial design element that
determines the quality of the composition.
Fig. 1.6.1 Example of the Rule of Thirds (not applied)
Fig 1.6.2 Example of the Rule of Thirds (nicely applied)
The lecture slides given were also related to the importance of composition
and depth, using many different media (live-action, anime, paintings etc.)
as examples.
Tutorial & Practical: Feedback session.
For a higher quality look into my weekly exercises, check out
My Google Drive!
2. PROGRESS WORK FOR VORMATOR CHALLENGE
When I heard we were going to create our own monsters AND make a fake
Pokémon card for them... To say I was HOOKED is an
understatement ٩(ˊᗜˋ*)و I'm a long-time fan of Pokémon fan so anything Pokémon-related instantly catches my eye. But before I get too excited I of
course need to do a bit of research to create my monsters.
2.1 Research
I was keen on making my monster either a Psychic/Ghost or Water type. So I
did a bit of research on some Pokémon of which silhouettes I
really loved. Most of these entries are taken from
Bulbapedia, a fan-made online encyclopedia of the whole of
the Pokémon franchise.
Psychic/Ghost
Fig. 2.1.1 Mismagius, Gen. IV, Pokémon
INFO
Name: Mismagius
Type:
Ghost
Appearance: Its head is spherical, and on top of it are intricate tufts that resemble a
witch's hat. The tufts' tips are paler than the body's majority. Its lips is
crimson and narrow like the letter "W." Mismagius has a small hump below its
head that resembles a thorax and links to its body. Three red elliptical
circles encircle Mismagius's upper body. Its lower body has extensions on
the sides, the front ones being more ragged than the back ones. Mismagius
appears to be wearing a cloak as a result of this.
Description: Usually appearing out of the blue, Mismagius wreaks devastation on
gullible people or Pokémon. Mismagius can utilize advanced incantations to
cause happiness or misery, among other things, if they are powerful enough.
Because of this, individuals frequently pursue Mismagius as if their lives
depended on it, with the express purpose of manipulating a person to fall in
love with them.
~~~
Fig. 2.1.2 Espurr, Gen. VI, Pokémon
INFO
Name: Espurr
Type: Psychic
Appearance: Espurr is a cat-like, bipedal Pokémon. Its paws and ears are both white,
and its fur is a light grey colour. The fur on its head, face, shoulders,
chest, and hips is ruffled. It features a small nose, a small mouth, and
broad, pale purple eyes with deeper purple pupils. Its top jaw displays two
pointed teeth when its mouth is open. It has a fluffy, slightly curled
tail.
Description: The ears of an Espurr are folded and very large compared to its
size. Its ears are covered in two yellow organs that resemble rings. These
organs radiate the powerful psychic energies of Espurr. If the ears were not
protecting the organs, it would seep out as it has no control over its
power. Its psychological energy is sufficient to produce a 300-foot-radius
burst (90 meters). Even a trained wrestler can be sent skyward by this
psychological energy. Its countenance remains blank, yet underlying that is
a fierce fight to master its psychic abilities.
Evolves into:
Meowstic
(male and female designs are different)
Water
Fig 2.1.3 Kingler, Gen. I, Pokémon
INFO
Name: Kingler
Type: Water
Appearance: Kingler is a Pokémon that looks like a crab. Its body is covered in a
robust shell that has a light tan lower half and a red upper half. There are
six tall, thin spikes that resemble a crown on top of its upper half. Its
arms, which have a light tan colour, are joined to its upper body. Its lower
jaw, which has six fangs that overlap its upper body, doubles as its jaw.
Its two outer fangs are about half the height of Kingler's whole body, and
they are significantly larger than the inner four. Its lower body is clearly
visible at the hips, which join its four long, slender legs. Its orange
pincers are the main features of Kingler. Its left claw is as hard as steel and about twice as big as the right
one.
Description: Kingler is typically found near bodies of water, primarily the ocean.
With ten thousand horsepower, its formidable claws can crack open a
Shellder and Cloyster's shells. Although the left claw of the Kingler is
its primary offensive weapon, Kingler can hardly lift it due to its size
and weight. Kingler has trouble balancing, and prolonged use can quickly
wear him out. It can, however, be demonstrated to communicate with other
Kingler by indicating with its pincers.
~~~
Fig 2.1.4 Crabrawler, Gen. VII, Pokémon
INFO
Name: Crabrawler
Type: Fighting
(not Water type but still aquatic inspired)
Appearance: Crabrawler is a crustacean Pokémon resembling a crab. Its shell is mostly purple with accents of blue and yellow. Above its
eyes are two long, yellow antennae. Usually, one blue eyelid is half
closed, giving the impression that it is a black eye. Its purple shell
seems to be composed of three pieces: one plate with blue stripes running
across it on the underside, and two plain plates covering the shoulders
and a portion of the chest. Three pairs of legs make up a Crabrawler. The
two smaller rear pairs have blue tips and yellow joints. Big blue pincers
on the front pair of legs resemble boxing gloves.
Description: This Pokémon, which is competitive and detests defeat, uses its large
claws to shield its belly and face as it closes in on opponents. Pincers
on Crabrawlers can break off from overuse, but they grow back quickly; the
pincers are a common addition to Paella (dish) and make a flavorful stock
for soups. Crabrawler aspires to both a high social status and a
physically superior position. It can be seen clinging to tall people or
buildings, and it will punch anyone who tries to take it down from its
perch. If it does lose, it will froth its mouth before it passes
out.
2.2 Ideation
Designing the Monster
After researching, I started playing around with shapes we were given;
the Zerk, Drop, Badge, Chevron, Bar, Wurst, Cobra and Tentacle. I decided to go for more a cartoony and simple design for my initial
designs. Additionally, I actually made short backstories for each of my
designs to really give them ✧˖°. character ・°˖✧
Fig. 2.2.1 Crabenous - The first design I created
Fig. 2.2.2 Crabenous - The first design I created
(Outlines)
INFO
Name: Crabenous
Type: Water
and Dark
Appearance: Crabenous is an aquatic Pokémon that's usually found in the depths of the ocean. It has a tall
body with two pairs of small skewer-like legs supporting its frame; the
tips of the legs are darker. Its abdomen can open up, revealing a
second, larger mouth that bears sharp teeth and three dark tongues.
Crabenous has two claws; one is 20 times larger than the other. Both
claws are coated in a dark unknown material. Two lanky
antennas protrude from its body with warm yet creepy eyes.
Description: Although
unusual, this Pokémon can sometimes be seen at shores during early morning hours
feeding on sleeping Slowpokes; however, upon approaching Crabenous,
witnesses claim to see huge clouds of smoke emanating from both its mouth
and abdomen that leave the witnesses blinded for enough time for it to
escape into the darkest depths of the ocean. Assumedly, this Pokémon uses its big claw to strongly grab hold of prey. A popular
assumption seems to be that Crabenous uses its smaller claw to pick out
leftover food stuck in both its mouths. Quite a hygienic Pokémon!
NOTES
Crabenous was the first character I created with the shape given.
Essentially, I used every shape except of the Badge. Clearly, you can see
that I took heavy inspiration from Crabrawler and Kingler; but, I added my
own elements like the sharp teeth and gaping mouth stomach. Overall, I liked
this silly crab.
~~~
Fig. 2.2.3 Sorcerglare - My second design
Fig. 2.2.4 Sorcerglare - My second design (Outlines)
INFO
Name: Sorcerglare
Type: Psychic
Appearance:
Known as the Dread Pokémon, Sorcerglare is a bipedal witch-like creature. Its head is spherical and
has wavy tentacle-like hair. Its arms and feet bear dark claws; they can
extend and stretch out to a record of 50 meters. The feet resemble those
of boots but is in-fact just how its legs look like. It dons a small cape
and a witch's hat of which their origins are unknown. Lastly, the main
reason why it is named Sorcerglare is its glaring eyes. Luminescent
in the night, Sorcerglare's eyes take up most of the space on its face; it
has no visible mouth.
Description:
Witnesses who have unfortunately been gazed upon by Sorcerglare faint
and are put into a minor coma for 2-3 days. Victims describe feeling
like they were in a lonely and endless void when they were in the said
coma. These accounts have led people to speculate on the nature of
Sorcerglare. Is it intentionally harming people? Do victims get the
intense feeling of loneliness in the coma because Sorcerglare themselves
are lonely? Could this somehow be related to the out-of-place witch hat
and cape? All remains a mystery.
NOTES
Sorcerglare was the most fun for me to create! I really like making
"gremlin" characters and I managed to use a favourite colour palette of mine
that I've used for my previous college works. I've grown quite attached to
Sorcerglare so I decided to choose it for my fake Pokémon card. ᕙ( •̀ ᗜ •́ )ᕗ The shapes used were everything except for the Bar.
~~~
I unfortunately was not able to record my shading progress for Sorcerglare
because my files kept getting corrupted and I only managed to get the end
result of the shading.
Fig 2.2.5 Sorcerglare shaded.
I decided to go for mysterious moonlit lighting with the eyes of Sorcerglare
being lit up even in the shadows. I went for a stylistic choice of lighting
whereby I made the parts of the shadows actually lighter than the original
colour.
It was particularly interesting to use gradients in parts of the shadows since
it managed to give off the feeling of light faintly casted on the shadows.
Designing the Card Background
Since I chose decided to go for moonlit lighting, I would need to design a
background to try support said lighting. Therefore, I sketched up a few
ideas on the composition of the card background. I hope you appreciate the
silly Sorcerglare sketches! (´。• ω •。`)
Fig. 2.2.6 Card Background Sketch #1
For Sketch #1, I wanted to try the classic Pokémon composition in which the Pokémon sits at the very center. Behind Sorcerglare, there would be a
dense forest, with the trees curving slightly to give the notion of
perspective. In the middle-ground where Sorcerglare is, would be a
clearing, with bushes surrounding it. Lastly, there would be branches in
the foreground.
I didn't make it clear here but I wanted the moonlight to shine from
above to give a mysterious spotlight to Sorcerglare.
Fig. 2.2.7 Card Background Sketch #2
In Sketch #2, I went for a more "dynamic" approach to the composition
whereby instead of the normally centered Pokémon, I put Sorcerglare slightly off to the side. As you can see, I
put great emphasis on the moonlight casting onto Sorcerglare and the
surroundings. Similar to Sketch #1, I made it so that behind Sorcerglare
would be a forest and Sorcerglare would be in a clearing surrounded by
bushes.
Here though, I made it so the foreground would contain a tree with a few
bushes. I positioned the tree to the opposite side of Sorcerglare so that
more attention would be put on Sorcerglare.
Fig. 2.2.8 Card Background Sketch #3
Going even further into the classic Pokémon card aesthetic, I went for a simpler background for Sketch #3. In
most older Pokémon cards, I found they used a lot of gradients and simple shapes to
convey the vibe of the presented Pokémon. So, to match Sorcerglare's mysteriousness, I added branch-like
elements that point towards Sorcerglare.
It can be viewed as this being the perspective of a person coming into
contact with a wild Sorcerglare and getting caught in its gaze; with this
sketch as an illustration of what the victim might see before they fall into
a coma. I am getting slightly off-topic but I just wanted to add slight lore
to the designs!
(⌒_⌒;)
~~~
In the end, I decided to go for Sketch #2 because I liked the
composition (^▽^)
Next, I began to properly draw out the backgrounds in Illustrator.
Fig. 2.2.9 Background Progress #1
I started blocking out the shapes of the trees, the clearing and the forest in
the background. In total, I used the rule of foreground, midground and
background to create depth. The colour scheme is a cool purple to match with
Sorcerglare but still have it be the main focal point with its bright pink.
Fig. 2.2.10 Background Progress #2
I added the sharp moonlight that illuminated Sorcerglare's surrounding to
really add to the fact that the viewer's eyes should be looking at
Sorcerglare.
Fig. 2.2.11 Background Progress #3
I added some simple finishing touches like the textures of the leaves on the bushes and trees as well as the grass in the clearing.
3. FINAL OUTCOME
Fig. 3.1 Sorcerglare Card
I added my own creative ideas to its moves and backstory :-)
4. REFLECTION
I had a ton of fun with this task! Being limited to designing a character using limited shapes was interesting to do and seeing everything piece together into a final Pokémon card was enthralling (especially since I love Pokémon haha). Creating Sorcerglare from nothing to a creature with an actual backstory really helped me understand how much work goes into character designing and development! Overall, I'm just glad I got to geek out in this assignment >:)
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