Thursday, 17 December 2020

Cubeworld Brief: Finalising process

 

Cubeworld Brief: Finalising Process

·         After taking a break from the project and coming back to it, I decided to redesign the centre to be a more harmonious building that made more narrative sense and drew more from the concepts I was most interested in from Marby Kwong.


Foliage Moodboard:

·         As mentioned previously in the conclusion in my previous post, I looked at a load of images relating to real life swamps and their foliage.

·         This helped inform my decisions in the foliage later – for instance, most swamps do not have water lilies prominent so the water lilies I drew were removed, and the primary foliage became cattail plants. These have a very iconic design signature to swamps, so this helped sell the scenery greatly.

·         I also looked more into the structure of dead trees and discovered more shapes I wanted to go with. In the sketch I also experimented with mimicking the curls on the roof, however this feature did not stay

·         I also informed myself on how marsh islands look in greater detail, however I believe my current islands represent them well enough already and are cohesive to my style.

 

Foliage Moodboard


Sketch V.2:

·         The previous sketch was having many issues in terms of composition – I really thought the environment worked but the more I worked at the centre features the more I realized it made less sense, so I went back to sketching

·         This sketch was more interesting overall – it featured more elements drawn from my concept and made the central house more of a focal point, while still holding the original feel of the previous house in form and theme.

·         This sketch would not prove to be final, but it would be a much more positive direction to take the project after experimenting previously



Second sketch


Background element sketches:

·         I even went a step further, developing a background for the design that would update the environment. I noticed after peer feedback that this background had the issue of not being a part of the isometric grid, so while this might work on a different project it was a temporary addition in this project.



Sketch version with background elements


Colour block-outs:

·         I blocked out the colours once again, using the same scheme as before however changing the tree to a more complementary brown so it would not detract from the final full composition like the white tree did before.

·         The wheel was very complicated to get to look right in isometric, so I decided I would push a less developed swamp hut. A waterwheel seemed strange for a witch to have anyway, it seemed too industrial and the hut was so small it did not make sense.

·         The shape language of the scene was also very derelict and not uniform, so a very uniform water wheel went against all other shape language.

·         I was still feeling like the overall scene was missing something, so I transformed it into a more complete scene with framing and background elements and received some peer feedback on elements

·         I tried to get these elements to work, and changes like extending the pier and the bones did stay, however because the framing was not isometric it detracted a lot from the image, so I removed it after being critiqued that the frame made it look less like a “cube” world and flatter/ in perspective.

·         I also changed the bones to be less contrasted in value with the rest of the scene since it had a similar issue to the tree in the previous version.


Block out with sketch on old environment


Blockout with new environment elements

 

Environment with some value added after peer feedback

Focus on value work:

·         After taking a step back from the project and looking at it with squinted eyes, I realised that the hut was not the area with the most contrast; it blended too well with the background elements.

·         To fix this issue and to solve issues I was having with colouring, I applied a gradient map in grey scale on a fully duplicated and flattened version and saw what the image’s values consisted of.

·         I realised a few things seeing it in greyscale:

o    The side of the house is a big, open space that could fit a light source

o    The roof, even though it is an area of lighter value, is the same value as the bones and so is not bright enough to draw the eye

o    The windows could be made to glow to make a lot of small, logical light sources to make the building the focus of the scene

·         And so, I set about on a set of screen and colour dodge layers to mask off areas of high intensity light coming from a small campfire and the windows, so the building looked both lived in and the area of highest contrast.

Values before changes




Value edits – addition of camp fire + window glow


Colour gradient considerations:

·         The benefit of working non-destructively and seeing values in this way is that I could set up gradient maps that would make a cohesive colour scheme for me, so I made a series of colour scheme both keeping to the twilight theme and experimenting with other themes like ice, fire, and a traditional green swamp.

·         This helped me see the scene in many other lights- the fiery one especially was quite effective and the eerie purple with green accents one also seemed very strong, however I still was attached to and thought that the purple – pink gradient map worked best for the scene and theme.

Colour Gradient Considerations

Chosen Final

Final Conclusions:

·         The overall image captures the eerie, mystical atmosphere I originally wanted, and thought witch huts would have. For my first proper venture into a digital painting/project, I am quite proud of my progress and have learnt a lot such as focussing on values much earlier on in the process to avoid wasting time worrying about backgrounds when the main composition needs help.

·         If I were to redo this project again, I would give the image could include more intricate details or create a larger composition to show the surrounding area better and have more flow through the scene as I think the narrative movement is a fairly limited C shape which works in composition but looks very plain.

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