It's worth noting how different this and my semester 1 comic are from anything I've done before. They are the two most traditionally narrative stores and illustrative art. This is partly because I wanted them to reflect the art of their subjects. My previous pieces have used deliberately iconic images, and communicated through symbol, metaphor, metonym, and variations on repeated images.
The Uccello story is in fact like a stage play:with the exception of a single outdoor establishing shot, it happens in a three indoor sets, and focus on the interaction between the characters. My first use of Manga Studio's 3D models is well timed for this story, both because it needs realistic and clearly delineated figures to match my subject's paintings, but also because it needs a lot of body language: pointing at things; gesticulating; unconscious body language; power poses, etc. The 3D modelling has helped with this, by letting me try and refine a number of poses. It might seem that the 3D models remove the skill, but one still has to get the right pose, choose the clearest angle (so that e.g. limbs aren't hidden), get the characters in the right relation and 3D space; and and then overlay their distinctive character features. getting the right pose can include relatively complex things like getting a character to look like they are holding a board in one hand and drawing with the other. One also has to compose the figures against the background to avoid unappealing and/or confusing tangents.
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AuthorGraham Johnstone ~ Master of Design - Comics and Graphic Novels student 2016-17 Archives
August 2017
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