May 23 Birthday Special
Posted: Wed May 23, 2007 6:53 pm
I wanted to get this first part off my chest first though. Ok the moment that I have been waiting for, my birthday is finally here. Sweet 23 couldn't have been on a worse day... Wednesday. The day that I stay at school almost all day as well as Mondays. Since I am posting this from a college pc I can't upload one part of my surprise.
Ok. Let me begin and prepare for a big post. Many of you are self taught artists. Those who learned to draw from your own doodles. Some of you did learn from schools, some did not. However, you all have here an Art College student in one of the hottest colleges of art in the world! And I want to teach you all what I learned in my first year here! That is the surprise. If you all take this knowledge and use it you might just get better at drawing than before! But for now, I have something more in deep to teach first...
One of my first lessons in design or drawing was not drawing itself, but the organization of the design.
There are 8 primary principles and elements of design. To utilize these will strengthen your composition if used correctly.
Principles of Design:
1-Repetition: The repeating of similar shapes or forms
2-Rhythm: A distinguishable pattern of the repeating shapes or forms.
3-Variety: Differences in pattern
4-Balance (Equilibrium)- How well the composition does NOT cause a focal point.
5-Emphasis- The focus or main idea of the work
6-Proportion- Sizes of objects relative to one another.
7-Economy- Achieving maximum impact of the work while using the minimum amount of elements.
8-Unity- How well your work stays consistent.
These principles are what can make a beautiful work look bad or a terrible work look amazing. You can have a photo realistic but can still suck if these elements aren't used correctly.
You have created a wonderful and complex pattern but it is the same throughout and highly boring without variety. Too much emphasis on one part of the variety will kill the balance. A perfectly smooth balance can bore the eye without movement. A work with placed on clip images looks terrible without a unifying factor.
I must often keep these in mind when I work on a project in school. If I don't utilize these then my work won't fare that well against the others.
Elements of Design:
1-Form:
Solid Form = Mass
Exterior Vs. Interior
Primary and Secondary Contours
Positive and Negative Forms
Static and Dynamic Forms
Representational Forms
Abstract Forms
Nonobjective Forms
Form is quite basic. Contours basically mean major lines of the subject. For instance, Ozy's outline is a primary contour while his vest is the secondary contour. The secondary contour is the next most noticeable or largest contour. Positive forms are the subjects themselves. Negative forms or space is the space surrounding the subjects or are within them. Think O&M silhouettes. Static forms are basically still images. Dynamic forms gives the impression or implies movement. Abstractions are simplifications of realistic work. You CANNOT make an abstract form without understanding the original. Trust me on that. Nonobjective forms are objects that have no connection or recognizable features. Take a smiley and wipe away the smile and you get nothing. Nonobjective.
2-Space:
Activated Space
Scale
Space is the surroundings or relative environment of the composition. Activated space occurs simultaneously with implied movement or a contraposto pose. Contraposto is a greek original pose in which the body has weight shifted to one foot and leans the body a bit in a natural pose. Creating implied fur on the object (spikes) will create a sort of energy around the shape. Activating space will more or less excite the eye and strengthen the scene. Scale is just another word for size.
3-Line
Implied
Directional lines
Contour Lines
Curves
Think of Implied lines as a finger pointing. There is no line but you are driven to see what it is pointing at. Directional lines are more or less straight, unyielding lines. Contours are basically the outlines of an object or the most dominant features that can be expressed as a line (Ozy's vest). Curves are curves
4-Texture
Natural
Worked
Visual
Natural textures are just that. Natural. Wood, grass, dirt. Untouched and unmodified paper, pure untouched MEHTUL ect. Worked textures are the next step. Modifying natural textures. Visual textures are those that look like another texture but are not it. Think of a photoshop image of tree bark. It is bark, but not real or not is the bark itself. Within the Principles of design, patterns of repetition or rhythm can qualify as texture.
5-Light
Value Contrast
Simultaneous Contrast
Value contrast is a fancy word for shading. Shading more or less does the work. Simultaneous Contrast is something you may want to try your hand in. Wonder why some dark skinned people have such clean teeth? That is because the darkness of their skin makes their teeth look brighter than that of lighter skinned people even if the color of the teeth is the same. Surrounding purple with yellow will make the purple look darker. Surrounding Yellow with purple will make the yellow brighter. That is the effect.
6-Color:
Natural and Applied
To be honest I don't know exactly how to put this since I used very little color in class.
7-Time:
Controlled
Free
Timeless
Controlled time is like scheduling when and how long something will take. Basically you control the time.
Free is indeterminable time. You don't know when it will end. Like melting ice. Timeless is more or less nonexistent however possible. I can't remember exactly what makes timeless works however.
8-Movement:
Implied and Kinetic
Implied movement can be as simple as making a still figure look like it is moving but still static. Kinetic is the opposite. The figure actually moves.
To use these principles and elements can either help or hurt you. To create a pleasing design requires much time, patience, and research. Back in renaissance times, the old great artists thought this through A LOT. Trust me on that. If you look at it, you see an artwork. If I look at it, I can see the compositional arrangement, the symbolism, the use of elements and principles, ect. Now think about me, I now have to keep all this info in mind when I work. Can be a gift, or a curse. Just gotta have control.
If you think this is all crap, think again. Even game developers have to keep this in mind. I read a blog about making game models. A single idea went through many stages and versions to attain just the right appearance. At first it had no focal point, balance, or good negative space to please the eye. They changed it 3 times and added all of this and it worked. If you understand how these work then you can make awesome looking stuff.
Stay tuned for Part 2:
Drawing techniques and steps!
-How to utilize 1,2, and 3 point linear perspective.
-Steps to create a furry from scratch.
-How to use specific tools and mediums.
-Knowing your subject.
ect
Ok. Let me begin and prepare for a big post. Many of you are self taught artists. Those who learned to draw from your own doodles. Some of you did learn from schools, some did not. However, you all have here an Art College student in one of the hottest colleges of art in the world! And I want to teach you all what I learned in my first year here! That is the surprise. If you all take this knowledge and use it you might just get better at drawing than before! But for now, I have something more in deep to teach first...
One of my first lessons in design or drawing was not drawing itself, but the organization of the design.
There are 8 primary principles and elements of design. To utilize these will strengthen your composition if used correctly.
Principles of Design:
1-Repetition: The repeating of similar shapes or forms
2-Rhythm: A distinguishable pattern of the repeating shapes or forms.
3-Variety: Differences in pattern
4-Balance (Equilibrium)- How well the composition does NOT cause a focal point.
5-Emphasis- The focus or main idea of the work
6-Proportion- Sizes of objects relative to one another.
7-Economy- Achieving maximum impact of the work while using the minimum amount of elements.
8-Unity- How well your work stays consistent.
These principles are what can make a beautiful work look bad or a terrible work look amazing. You can have a photo realistic but can still suck if these elements aren't used correctly.
You have created a wonderful and complex pattern but it is the same throughout and highly boring without variety. Too much emphasis on one part of the variety will kill the balance. A perfectly smooth balance can bore the eye without movement. A work with placed on clip images looks terrible without a unifying factor.
I must often keep these in mind when I work on a project in school. If I don't utilize these then my work won't fare that well against the others.
Elements of Design:
1-Form:
Solid Form = Mass
Exterior Vs. Interior
Primary and Secondary Contours
Positive and Negative Forms
Static and Dynamic Forms
Representational Forms
Abstract Forms
Nonobjective Forms
Form is quite basic. Contours basically mean major lines of the subject. For instance, Ozy's outline is a primary contour while his vest is the secondary contour. The secondary contour is the next most noticeable or largest contour. Positive forms are the subjects themselves. Negative forms or space is the space surrounding the subjects or are within them. Think O&M silhouettes. Static forms are basically still images. Dynamic forms gives the impression or implies movement. Abstractions are simplifications of realistic work. You CANNOT make an abstract form without understanding the original. Trust me on that. Nonobjective forms are objects that have no connection or recognizable features. Take a smiley and wipe away the smile and you get nothing. Nonobjective.
2-Space:
Activated Space
Scale
Space is the surroundings or relative environment of the composition. Activated space occurs simultaneously with implied movement or a contraposto pose. Contraposto is a greek original pose in which the body has weight shifted to one foot and leans the body a bit in a natural pose. Creating implied fur on the object (spikes) will create a sort of energy around the shape. Activating space will more or less excite the eye and strengthen the scene. Scale is just another word for size.
3-Line
Implied
Directional lines
Contour Lines
Curves
Think of Implied lines as a finger pointing. There is no line but you are driven to see what it is pointing at. Directional lines are more or less straight, unyielding lines. Contours are basically the outlines of an object or the most dominant features that can be expressed as a line (Ozy's vest). Curves are curves
4-Texture
Natural
Worked
Visual
Natural textures are just that. Natural. Wood, grass, dirt. Untouched and unmodified paper, pure untouched MEHTUL ect. Worked textures are the next step. Modifying natural textures. Visual textures are those that look like another texture but are not it. Think of a photoshop image of tree bark. It is bark, but not real or not is the bark itself. Within the Principles of design, patterns of repetition or rhythm can qualify as texture.
5-Light
Value Contrast
Simultaneous Contrast
Value contrast is a fancy word for shading. Shading more or less does the work. Simultaneous Contrast is something you may want to try your hand in. Wonder why some dark skinned people have such clean teeth? That is because the darkness of their skin makes their teeth look brighter than that of lighter skinned people even if the color of the teeth is the same. Surrounding purple with yellow will make the purple look darker. Surrounding Yellow with purple will make the yellow brighter. That is the effect.
6-Color:
Natural and Applied
To be honest I don't know exactly how to put this since I used very little color in class.
7-Time:
Controlled
Free
Timeless
Controlled time is like scheduling when and how long something will take. Basically you control the time.
Free is indeterminable time. You don't know when it will end. Like melting ice. Timeless is more or less nonexistent however possible. I can't remember exactly what makes timeless works however.
8-Movement:
Implied and Kinetic
Implied movement can be as simple as making a still figure look like it is moving but still static. Kinetic is the opposite. The figure actually moves.
To use these principles and elements can either help or hurt you. To create a pleasing design requires much time, patience, and research. Back in renaissance times, the old great artists thought this through A LOT. Trust me on that. If you look at it, you see an artwork. If I look at it, I can see the compositional arrangement, the symbolism, the use of elements and principles, ect. Now think about me, I now have to keep all this info in mind when I work. Can be a gift, or a curse. Just gotta have control.
If you think this is all crap, think again. Even game developers have to keep this in mind. I read a blog about making game models. A single idea went through many stages and versions to attain just the right appearance. At first it had no focal point, balance, or good negative space to please the eye. They changed it 3 times and added all of this and it worked. If you understand how these work then you can make awesome looking stuff.
Stay tuned for Part 2:
Drawing techniques and steps!
-How to utilize 1,2, and 3 point linear perspective.
-Steps to create a furry from scratch.
-How to use specific tools and mediums.
-Knowing your subject.
ect