Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) and contrast with high poly meshes in animated movies and special effects of the same era. The term low poly is used in both a technical and a descriptive sense; the number of polygons in a mesh is an important factor to optimize for performance but can give an undesirable appearance to the resulting graphics.
This has carried over to 2D images to create stylised works of art. Usually portraits or landscapes, the image is converted into a series of coloured triangles after the initial "mesh" has been created
I enjoy looking at and creating low poly art. Though tedious and time consuming to create, the final result is well worth the wait. I prefer clean designers and movements such as Minimalism and low poly fits well with that. Since "low poly" comes from 3D model making during development of games it makes sense to include this style in my work.
Low Poly portraits are usually made as such:
1) An image is used to trace over in Adobe Illustrator.
2) Using the pen tool the mesh is created by drawing triangles over the image.
3) Once the triangles are in place the eye dropper tool is used to change the colour of the triangles to the most prominent colour underneath.
4) Use the direct select tool to clean up the triangles and connect them.
Thursday, 22 September 2016
Wednesday, 6 July 2016
Subject Research- Steampunk
Steampunk is a sub-genre of science fiction or science fantasy that incorporates technology and aesthetic designs inspired by 19th-century industrial steam-powered machinery. Steampunk works are often set in an alternative history of the 19th century's British Victorian era in a post-apocalyptic future during which steam power has maintained mainstream usage, or in a fantasy world that similarly employs steam power. Steampunk may also incorporate additional elements from the genres of fantasy, horror,historical fiction, alternate history, or other branches of speculative fiction, making it often a hybrid genre.
Steampunk also refers to any of the artistic styles, clothing fashions, or subcultures, that have developed from the aesthetics of steampunk fiction, Victorian-era fiction, art nouveau design, and films from the mid-20th century. Various modern utilitarian objects have been modded by individual artisans into a pseudo-Victorian mechanical "steampunk" style, and a number of visual and musical artists have been described as steampunk.
The most common historical steampunk settings are the Victorian and Edwardian eras, though some in this "Victorian steampunk" category can go as early as the beginning of the Industrial Revolution and as late as the end of World War I
Various modern utilitarian objects have been modified by enthusiasts into a pseudo-Victorian mechanical "steampunk" style. Example objects include computer keyboards and electric guitars. The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, wood, and leather) with design elements and craftsmanship consistent with the Victorian era.
Steampunk fashion has no set guidelines but tends to synthesise modern styles with influences from the Victorian era. This may include bustles, corsets, gowns, and petticoats; suits with waistcoats, coats, top hats, tailcoats and spats; or military-inspired garments. Steampunk-influenced outfits are usually accented with several technological and "period" accessories: timepieces, parasols, flying/driving goggles, and ray guns. Modern accessories like cell phones or music players can be found in steampunk outfits, after being modified to give them the appearance of Victorian-made objects. Post-apocalyptic elements, such as gas masks, ragged clothing and tribal motifs, can also be included.
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Steampunk also refers to any of the artistic styles, clothing fashions, or subcultures, that have developed from the aesthetics of steampunk fiction, Victorian-era fiction, art nouveau design, and films from the mid-20th century. Various modern utilitarian objects have been modded by individual artisans into a pseudo-Victorian mechanical "steampunk" style, and a number of visual and musical artists have been described as steampunk.
The most common historical steampunk settings are the Victorian and Edwardian eras, though some in this "Victorian steampunk" category can go as early as the beginning of the Industrial Revolution and as late as the end of World War I
Various modern utilitarian objects have been modified by enthusiasts into a pseudo-Victorian mechanical "steampunk" style. Example objects include computer keyboards and electric guitars. The goal of such redesigns is to employ appropriate materials (such as polished brass, iron, wood, and leather) with design elements and craftsmanship consistent with the Victorian era.
Steampunk fashion has no set guidelines but tends to synthesise modern styles with influences from the Victorian era. This may include bustles, corsets, gowns, and petticoats; suits with waistcoats, coats, top hats, tailcoats and spats; or military-inspired garments. Steampunk-influenced outfits are usually accented with several technological and "period" accessories: timepieces, parasols, flying/driving goggles, and ray guns. Modern accessories like cell phones or music players can be found in steampunk outfits, after being modified to give them the appearance of Victorian-made objects. Post-apocalyptic elements, such as gas masks, ragged clothing and tribal motifs, can also be included.
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Artist Research- Yoji Shinkawa
Born in Hiroshima, Shinkawa began working for game developer Konami in 1994 after graduating from Kyoto Seika University. He first worked as a debugger for the PC-98version of Policenauts. He moved on to serve as art director for the later console ports of the game, then as the lead character and mecha designer for the Metal Gear Solidseries. He served as the art director for all the Kojima-directed Metal Gear Solidgames, while also providing character designs for Metal Gear Solid: Portable Ops and Metal Gear Rising: Revengeance. He is now the lead artist and character, mechanical and environment designer on Kojima Productions.
Shinkawa's illustration style is generally praised as original and artistic, yet technically accurate. According to himself he is inspired by anime-related artists like Yoshikazu Yasuhiko and Yoshitaka Amano, but also more western-related and less contemporary artists such as Frank Miller, Aubrey Beardsley and Willy Pogany and is also a big fan of French artists such as Mœbius. Shinkawa uses ink pens with a brush-like felt-tip preferring the Pentel Brush Pen and both Adobe Photoshop and Corel Painter for his creations.
I personally really enjoy Shinkawa's use of colour and rough lines to create images within the negative space of his art.
I personally really enjoy Shinkawa's use of colour and rough lines to create images within the negative space of his art.
Wednesday, 29 June 2016
Artist Research- Breno Bitencourt
Born in Paraguaçu Paulista, Brazil, Breno is a graphic designer that specialises in logo design and corporate identity, which kind of explains why he is so good with polygons.
He has a Bachelor’s Degree in Graphic Design, which he got by attending courses at Universidade Estadual Paulista Júlio de Mesquita Filho, and is currently based in Bauru, where he is Brand Identity Manager at Biten.me, a design studio, and Creative Director and Co-founder at Inkorpore, a tattoo parlour.
What he also does is maintain digital media and branding for Bar da Árvore, which is a family business that his grandfather started, and his father inherited.
Breno uses a reference image that he will manipulate on Adobe Photoshop in order to make the picture warmer/colder. Then he will import that image to Adobe Illustrator and trace over the image using the pen tool in order to divide it into triangles. Once the "mesh" is created he will then use the eyedropper tool to fill in the triangles with the appropriate colour beneath it.
I enjoy looking at and re creating his work because the low poly style is easy to pick up and quite therapeutic, creating a strong gaming vibe with the mesh based characters.
Breno uses a reference image that he will manipulate on Adobe Photoshop in order to make the picture warmer/colder. Then he will import that image to Adobe Illustrator and trace over the image using the pen tool in order to divide it into triangles. Once the "mesh" is created he will then use the eyedropper tool to fill in the triangles with the appropriate colour beneath it.
I enjoy looking at and re creating his work because the low poly style is easy to pick up and quite therapeutic, creating a strong gaming vibe with the mesh based characters.
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