Friday 8 May 2015

Artist Research - Doze Green

Doze Green

Doze green is a artist whose style stems from his experience as a graffiti artist and display his interest in topical issues such as homelessness but also encompass more spiritual aspects as well. 

The thing I like the most about Doze Green's work is his combination of clean lines and also the rough brush strokes, formed from his experience with a spray can. His artwork combines an array of characters all merged into one and many of the figures appear supernatural and primitive in design giving some of the art pieces themes which remind me of totem poles or old drawings of myths and legends fused with the modern medium and style of street art. 


An aspect of his style of art I would like to take inspiration from is his clean linework as I personally struggle with drawing with smooth lines. Despite a lot going on in each scene, several characters and figures are still visible and I believe this would help with my scene composition among many other things.
Also since I rarely end up colouring my work, my experience using shading and colour is extremely basic and I would consider it one of the weakest aspects of my artwork. Doze Green uses artwork to accentuate key aspects of his artwork and to add another dimension to each piece. 

Cutout animation evaluation

Cutout animation attempt evaluation


Having now completed the animation there are a lot of things which I would change due to poor organizational skills and conflicting work. Primarily, the main thing I would change about the finished product is the addition of sound. Due to many of the scenes in my animation being changed and condensed based around the potential use of sound, the lack of it creates a strange experience where the story is not obvious and animations do not work as well in silence.

If I was to redo this animation I would make sure that the process of building scenes had more structure so that the set has more consistency to the floor plans created in Adobe Illustrator. The creation of scenes although editable could be better as I had envisioned the animation moving along with music but I did not know how to time movements properly and could not locate music which would be fitting to the scene.

The final change I would make would be to add a lot more detail to the scenes such as additional characters which could help enhance the scene or keep the animation consistent with the script. Overall however I am happy with the process taken to create the assets for moving characters by segmenting them. Despite taking a lot of the time allocated, the segmented characters proved to be versatile and reusable as well as staying true to the cut out style’s I was emulating. One thing which I would add to the assets would be a large oversized head consisting of faces showing different expressions. This is shown to some extent in scene 3 with the Angela Merkel character changing expression as she snorts the note up her nose. A criticism of this scene is that despite using display tags to control the visibility, the changes between the first expression and the second expression still the show semitransparent transitioning frames. If I was to redo this scene, I would research a better method for making objects appear and disappear.


Overall I feel that the animation could have been a lot better than it was and I put this down to having poor organizational skills and not sticking to the guides I created. I also feel that the guides would have been better if I had revised the technique I was planning on using in Cinema 4D before writing them.

Apart from this the main thing which prevented workflow was the strange problem my animations had with ray depth in the render setting which took a significant amount of time to diagnose and fix the problem however now this will not hinder future animations.


On top of learning how to fix the ray depth problem, I also learnt various effective methods of creating alpha channels and textures which I am sure will help me with my digital work in the future. By using the photomontage technique that I did to create the assets, I have learn the benefits of tools such as the Fill>Content Aware tool which is incredibly versatile in regards to manipulating photos and generating new content.

End of Year 1 Evaluation

End of Year Evaluation

Having completed my first year at Newcastle College doing an FdA in Animation and Illustration I have done several modules to help further my development in many forms of media.
Joining the course a few weeks into the first module, I learnt the 12 basic principles of animation introduced through Disney’s book the illusion of life. I had previously come across these techniques while researching animation techniques myself, although I think actually having the time to practice these techniques, even briefly, helped me understand the way 2D animation works.
Shortly after this project, I was set a task to produce a loop for the LoopdeLoop website’s brief of Hallucination. Feeling behind on work and missing information from the first few weeks, I asked other class members for help learning about things such as walk cycles and the hallucination project which helped significantly with my design process.  To begin with I spent a lot of time storyboarding ideas on one piece of paper as this method of planning helped me visualise how the animation would move without having to commit to other methods which I did not yet know. Despite the overall speed of this method, many of my ideas contained excessive frames for little movement and demanded more detail although most designs were not aesthetically pleasing and would not make sense on their own visually and required annotation.
While I was creating the animation I felt pressed for time and the actual style and feel of the animation is significantly lacking as I didn’t do any research into particular animation styles or artists. By not researching artists or the techniques previously, the animation is quite sketchy and in the time available I could have created something significantly more stylised.
The next module was how to approach the sequential imaging side of animation and helped me to understand a lot about how the original idea will be changed significantly in these stages. The idea I originally wanted to pursue ended up being rejected in favour of another idea after I created rough storyboards, helping me to realise all the flaws in my concept. During this phase I also learnt how to use Adobe Illustrator to a greater advantage compared to previous experiences. During my free time I also experimented with Illustrator more and it has since become one of my favoured creative tools.
This module I felt went well and I was happy with the assets I produced for the storyboards and the process itself moving from concept to script, through a character design stage and then creating the storyboards. If I was doing this project again for a company, I would produce a few variations of scenes in the storyboard so that peer review can decide which scenes best help represent the idea to help create the most concrete representation of my idea.
The next project I participated in was the production of a short animation displaying my attempts at pseudo 3D animation (a technique replicating traditional cut-out animation in a 3D software) in Maxon Cinema 4D. While I enjoyed the conceptual stages and the experience of using new software, the style of animation did not particularly interest me and I feel that my ideas were overly ambitious to try and improve my enjoyment of the module.
Whilst creating the animation, I encountered numerous problems not only with the software at home but also at college effectively crippling my workflow and halting all of my progress. Initially I tried to work around the problem but the progress that was made was of poor quality and deterred me from the work significantly. Eventually I managed to locate a solution to the problem but this a day or two before the deadline and I effectively failed at this project.
From this experience I learnt that I should research in advance the software and trial it myself so that any of these issue could be resolved in a less important time. On the positive side I learnt about many useful tools and settings such as cartoon shaders in Cinema 4D that will help shape several future ideas and the excessive repetition has made me familiar with the software and how I like to work in it.
Throughout the course, I believe that this stage was the hardest but has helped me consider my workflow in a more critical light forcing me to become more organised in regards to work layout in software, folder management and time management. Despite this improvement, in my free time I hope to create a more rigid work pattern, maybe creating a premade template for my research and development work or set stages on how I will approach the production in the future.
Following this project, I started work on modelling and rigging a character in Cinema 4D. Following my newfound organisational methods for this software, I found the production and basic rigging of the character surprisingly simple only struggling with complex sections such as the foot roll sliders which were produced using the Xpresso Tag which I had researched before I had started 3D modelling.

Overall, I have found the year highly education and enjoyable helping me consider my future a lot more. Next year I intend on working heavily with 3D software as the versatility of the medium and its frequent occurrence in the art world makes me sure that it will still be used and evolve through the years I will hopefully be functioning in the industry. One of the things I have enjoyed the most about the course was the way I was taken out of my comfort zone and learnt to experience software at my own pace depending on what I was interested in and what was I wanted to make relevant to my project. As I progressed through the year I made huge changes to the way that I approach organisation and eventually I hope to be able to balance work projects with recreational projects and free time. 

Character Design Evaluation

Character Design Evaluation


Now that I have created the turnarounds for my character I have time to be retrospective about my work. I feel that the creation of my work in this module has been sub-par and I believe this is down to rushing my work and misunderstanding the brief due to this. However in a positive way I believe I have increased my adaptability under stress and despite being unorganised I have advanced significantly since the last module.
In regards to the character building work and pre production work I am happy with the level of detail I attained writing the script and also planning out the visuals of the animation. If I were to re do this I would consider focussing on this aspect even more as I feel like this is one of the stronger points of my work and if I improved further I could develop this skill into something which overall would help not only my animation production but also my time management which still manages to hinder me despite my marginal success.
With the skills learnt producing the character turnarounds I had already experienced these techniques and in hindsight I would have liked to tackle different techniques that will force me to try more new things. This confusion was brought about when I was trying to create accurate turnarounds that were consistent. As much as I know consistency is key in animation the visualisation for my characters was very different in my head. To even consider producing turnarounds in the way I knew I had to reconstruct my character and I have ended up producing a character I am not satisfied with and changing my idea on my whole concept.

This being said I have learnt how to organise my work better so if I were working in a group it would be easily readable and make the production process easier as a whole. With the animation being constructed using photos I also learnt several Photoshop skills that are applicable in image manipulation rather than construction, a skill that broadens my prospects in potential jobs due to its vast use in creative industries. 

Alternative Techniques Evaluation

Alternative Techniques Evaluation


Having experimented with various techniques and aesthetics I have come to several realisations about the animation I was originally going to pursue.
First of all I have changed my mind on the photomontage style aesthetic as I feel that the use of photos was time consuming and limited my progression in art styles, which I feel I need more work. Rather than practising techniques that allowed me to have more creative expression I spent most of the time searching for the correct imagery to use in my animation. This problem could probably have been remedied easily by photographing my own assets but this is still limited to the equipment I have available and the things available to photograph.
Despite the negativity towards the technique I still feel that I have learnt valuable lessons about photomontage creation and using Adobe After Effects to create basic animations. Due to its interface and layout After Effects does not appeal to me and I think I would only use it for cut out animations, compiling footage and more corporate animations.
Since doing the Cinema 4D refresher I have re-familiarised myself with working in a 3D environment. Experimenting with this software recently has allowed me to realise its capabilities in emulating 2D visual effects. This can either be by creating scenes in a 3D environment and using them as reference in 2D software so that the proportions and perspective are correct or merely applying correct textures and making the 3D image appear 2D.
My new experiences with using stop motion animation techniques have proven very useful and have interested me greatly. Given the opportunity I would like to familiarise myself with these skills more in the future. Using the time lapse to create the cigarette rolling pixilation animation has helped me realise that using techniques such as this one can apply to 3D and 2D animation in a similar way to how the principles of animation (squash and stretch etc.) apply to other forms of animations. In the pixilation animation the translatable skill was the removal of in between frames helping to create a jerkier movement.

Overall this module has been an eye opening experience on how my workflow should change when working with new techniques and how my style of animation should change according to the medium I am using. I feel like this module has been one of my most organised in regards to producing work to a deadline and achieving personal goals, allowing me to create and work on other projects simultaneously as I follow working to a brief. By experimenting with new techniques I now have a much broader range of tools and by having these options I think that formulating ideas will be far less limited in scope helping me evolve to task which I had previously considered incredibly difficult.

Low Poly Wolf Evaluation

Low Poly Wolf Evaluation


Throughout this module I have had a variety of successes and failures all contributing to my learning process as a whole. To begin with I envisioned my idea as a psychedelic mixed media animation, encompassing both 2D and 3D elements. I was heavily inspired from music videos and animations I had found online and found the metamorphosis techniques used admirable. Pre conceptualisation I had considered creating a 2D animation that showcased a variety of metamorphoses based around a natural psychedelic theme.

With my work process it is not uncommon to have a very large quantity of storyboards and scripts. For most people they are unreadable as for me they serve a purpose similar to thinking out loud or brainstorming. As I was trying a more practical method rather than my usual experimental practices I decided that I would only use 1 basic storyboard and use Cinema 4D as the experimental notepad for potential animation ideas. Doing this (although slightly inhibiting my creative flow) allowed me to quickly familiarise myself with the software and let me know which tools I had not used before. Not only did this help me discover the unknown but it also helped me document the process in a more organised way.

In order to organise my work in a more effective way, I took a screenshot of every key stage in the production and pasted all of the screenshots in Adobe Photoshop. The screenshots automatically form their own layer so I can see the production process I used and also have screenshots to use as production data for the development file.

I realised that rather that use 2D animation, I could have a much greater level of success using Cinema 4D as my confidence in my 2D abilities is currently limited at best.  By choosing to use 3D instead of 2D animation I had to approach character movement in a very different way. This would allow me to learn and experiment with a variety of deformers and effects in Cinema 4D I wouldn’t conventionally use in character creation.

Aware of my 3D skills and the lack of experience with realism, I decided to adapt my concept into a highly stylised method that ended up being the low polygon art style. After choosing low polygon work I wanted to ensure that there was a level of consistent style through assets, basic but not so basic that it would hinder many animation and transformation concepts.

Despite my lack of active experimentation with art styles in the module I decided that although a more minimal aesthetic would appear more striking, the animation process in Cinema 4D would be uninformative and extremely limited.

With a severe lack of polygons, all complicated metamorphosis movements would be impossible to animate smoothly and instead would look as if little work had gone into the production.
In order for my this module to have been a personal success I would have had to advance my skills as a 3D artist, have refined my concept to production technique, have created a better understanding of utilising motion and also have a better understanding of constructing and composing environments.

By using investigational methods to create my animations, often I had to try new workflows and processes in order to work around complications to get the animation desired. Throughout my module guide there are several instances of this such as subdividing objects to work around the idea of a dynamic IK or modelling a lantern from reference using splines.

Having come up with a simple treatment for most of the models in my animation, I feel my 3D modelling skills have improved significantly. At this point I feel like I have an intermediate knowledge of character rigging and modelling and by possessing knowledge of both skills, I have bettered my skills in each skill respectively.
Though my idea evolved and become more streamlined, In the time plan I allocated I have managed to produce most vital assets and feel like I know more about various software’s, their functionality and my skill level with that software.
I also feel that I have found a way to use my naturally experimental and explorative nature in the production of assets and to create tangible evidence of my efforts.

Focusing mainly on the aspects of animation production I was good at, I neglected more practical elements such as the interconnectivity between objects and how they interacted together in their respective scenes. For example I created a variety of reactive water techniques but failed to consider how I would introduce them to the scene and if they would blend in with the rest of the environment.

Despite having an overwhelming positive view on my learning experience, there are still some aspects I feel I have neglected throughout the production namely, the written work.
Although sticking to my timetable relatively faithfully I frequently missed developmental documentation that towards the end of the module cost me animation time and subsequently made me lose compositional practice I greatly wanted from this module. Although extremely happy with the transformation and metamorphosis animations used, I feel that in the time allocated I should have spend less time on asset production and focused more on the animation side of the project.

In hindsight I noticed that when faced with a prolonged problem, such as the issues when rigging the wolf, I tended to turn my attention to something else rather than maintain a level of consistent productivity. The longer I delayed the production of that asset, I more I forgot about the intricacies such as certain aspects of the rig which required extra attention. Eventually this procrastination built up to form a psychological barricade making me reluctant to solve the problem at hand, even when the issue is something as important as the wolf character was in my animation
Often when faced with reoccurring problems or when curious about how others have approached a similar technique, I conducted research online. Rather than following a tutorial directly or trying to figure out something on my own, I viewed several videos on a similar tutorial or on the tools used in the production process.
In doing so, I developed an understanding of the technique rather than mindlessly copying somebody elses work. Often the best information I found on how to use certain tools or about their functionality was from video tutorials as often the forums were saturated with professional users and it was difficult to make sense through all the industry language.

With a confusing method such as creating reactive water ripples from an emitter or with Xpresso tags, often it helped to be able to directly see everything which allowed it to work, including the settings on each individual aspect on the animation. With the websites solely dedicated to Cinema 4D, often users would post files with their attempts to solve a problem with the files open to download and studying these files contributed significantly to my 3D skills acquisition.

With my modelling experience being an overall success, In the future I think I will attempt more complex models perhaps using some sort of sculpting tool to add new levels of detail. Now with access to RealFlow, I am eager to encorporate more fluid simulation into my work potentially on a larger scale such as the creation of a stormy sea.
Even though to some extent my metamorphosis animation idea has been completed, I am still curious to see how my production process would differ creating a 2D animation. With the past modules I have been mainly focussed on 3D animation as it is the style which I feel I am the most skilled in but in the future I would like to create animation in a variety of media such as stop motion or 2D. The idea of stop motion is particularly fascinating as the animation process is significantly more visceral and dynamic than computer based work.

Overall I have found this module to be one of the more informative so far and I feel I have definitely met my personal goal of progressing as a 3D artist with more practical experimentation techniques. Unexpectedly along the way I noticed my organisation skills improving although I feel this was probably more likely to document skills I was passionate about rather than to create portfolio or work reference.
If I were to redo this module I would perform more research into the smaller things such as environment and the interactions between two characters. Ideally I would like to create an animated scene that has a level of life and dynamic interaction in which several things can happen in one scene without anything dramatically changing or any dialogue being exchanged. I have learnt that when I am experimenting with new techniques I should document the failures as well as the successes to compliment my development work and to show that my efforts were not wasted.



Reflections Friday 8th May

Update


The past week, I have been under a lot of stress with the final modules which determine my success over the past two years on this course. On top of actively improving past work I have also started producing new pieces of work to add more bulk to my portfolio and to adhere to the brief more successfully.

With the majority of the work done of this module earlier in the week, I am just left with some time today to finalise my work and hand it in later today. As for my past work, I have thoroughly enjoyed getting back to leisurely, recreation animation which is without academic gain and is not adhering to any brief.

Additionally I intend on working on more briefed work to help develop my animation and to help with the flow of ideas. Although I am uncertain as to if I am going to actively pursue animation for the rest of my career I still think its a good idea to develop my portfolio and self branding just in case the opportunity of decision comes around.
On top of this, the final show is a few weeks away and if I actively animate in my free time, my final animation will be interesting and entertaining for people to watch.

Targets

This week in 3D I will try to

  • Create varied walk and run cycles for my show reel and portfolio
  • Develop the wolf animation into a complete scene 
  • Model and animate a new character
This week in 2D I will try to

  • Design the new character for 3D work
  • Attempt some 2D animation, perhaps using a traditional medium such as paint or ink
  • Create some plans for a stop motion animation