Erin plans to focus on animation work using EbSynth software. This week she will rotoscope keyframes from sample footage of fruits and a face, then render the results in EbSynth. On Tuesday she will render the sample videos, and on Thursday focus on rotoscoping frames to allow rendering in the background. The goal is to experiment with animation techniques to add variety to her project. Last week she spent more time on planning elements than intended, so she will be more focused on the EbSynth tasks this week.
Erin Stephenson plans to reflect on their production work through screenshots, screen recordings, and discussions of methods, advantages, and disadvantages. Their first week focuses on digital art using Procreate, including drawing shoes and graphics. They create multiple versions with different color schemes. The next week focuses on color palettes and fonts. The third week involves using EbSynth software to add animation by rotoscoping frames of faces and fruits from video footage. Erin provides instructions for using EbSynth and screenshots of their rotoscoping process. They note facing some issues using the software.
Liam Heeley created street art pieces based on outfit grids, which are photos of outfits laid out on the floor. He was inspired by similar grids posted on fashion blogs and used photos he took of his own outfits. Through experimenting with editing techniques in Photoshop, he developed several outfit grids with variations in color, background, and style. For his final piece, he chose a grid with vibrant colors that would stand out against different surfaces without a distracting background.
The document describes several processes the author went through to create digital designs and merchandise using Photoshop and online design tools. They experimented with cutting out and recreating images, flipping images, adding text and shapes, comparing designs to professional examples, and designing posters, t-shirts, and cushions featuring equestrian themes. The author reflected on techniques learned like using feathering and inverse selection, and how they plan to apply these skills to create higher quality original designs for their final products.
Tom Batty created a fanzine reviewing the Gears of War video game franchise. He provided background information on each game and shared his personal experiences and reviews. He included several images that he edited using various Photoshop effects to relate to the game's themes. The fanzine's design utilized the franchise's black and red color scheme. Tom felt he improved his layout and design skills but could have planned page content better. Overall, he was pleased with his work and learning experience.
This document contains the responses to a graphic narrative evaluation for a children's book project. The responses discuss how the final product reflects the original intentions, how images were constructed, how text was used to anchor images, the suitability for the intended audience, likes and dislikes of techniques and the final product, inclusion of content, styles employed, and strengths and weaknesses of pre-production planning. Cultural and historical context as well as peer feedback are also addressed.
This document provides an overview of Daniel Morland's branding and content plans for his FMP project. He discusses developing a consistent brand identity across multiple platforms using a logo based on intersecting lines. Morland also outlines his process for creating written articles and videos, taking inspiration from other motorsports channels. He plans to focus 30-40% of his efforts on written content hosted on a website. Morland provides a production schedule detailing his process for generating article ideas, scouting locations, and planning written content and photos.
The document provides examples of graphic design work for an app called Alien Blast, including a logo, box art, banners, and t-shirt designs. Feedback was gathered on each design from others and improvements were made. The logo was refined to add subtle color to the eyes. The t-shirt design was changed to use a black background and rearrange elements based on feedback. Overall, the designs evolved to better target teenage audiences and look more professional based on feedback received.
The student has been working on creating animations and designs for a hip hop themed video game title screen and main menu. They have tried multiple designs for the title screen that were too dark or had too much going on. Their latest title screen design features animated graffiti-style text against a simple background. They have also designed characters and animated arm and jumping movements. Creating pixel art animations and syncing them in video editing software has presented some challenges.
Erin Stephenson plans to reflect on their production work through screenshots, screen recordings, and discussions of methods, advantages, and disadvantages. Their first week focuses on digital art using Procreate, including drawing shoes and graphics. They create multiple versions with different color schemes. The next week focuses on color palettes and fonts. The third week involves using EbSynth software to add animation by rotoscoping frames of faces and fruits from video footage. Erin provides instructions for using EbSynth and screenshots of their rotoscoping process. They note facing some issues using the software.
Liam Heeley created street art pieces based on outfit grids, which are photos of outfits laid out on the floor. He was inspired by similar grids posted on fashion blogs and used photos he took of his own outfits. Through experimenting with editing techniques in Photoshop, he developed several outfit grids with variations in color, background, and style. For his final piece, he chose a grid with vibrant colors that would stand out against different surfaces without a distracting background.
The document describes several processes the author went through to create digital designs and merchandise using Photoshop and online design tools. They experimented with cutting out and recreating images, flipping images, adding text and shapes, comparing designs to professional examples, and designing posters, t-shirts, and cushions featuring equestrian themes. The author reflected on techniques learned like using feathering and inverse selection, and how they plan to apply these skills to create higher quality original designs for their final products.
Tom Batty created a fanzine reviewing the Gears of War video game franchise. He provided background information on each game and shared his personal experiences and reviews. He included several images that he edited using various Photoshop effects to relate to the game's themes. The fanzine's design utilized the franchise's black and red color scheme. Tom felt he improved his layout and design skills but could have planned page content better. Overall, he was pleased with his work and learning experience.
This document contains the responses to a graphic narrative evaluation for a children's book project. The responses discuss how the final product reflects the original intentions, how images were constructed, how text was used to anchor images, the suitability for the intended audience, likes and dislikes of techniques and the final product, inclusion of content, styles employed, and strengths and weaknesses of pre-production planning. Cultural and historical context as well as peer feedback are also addressed.
This document provides an overview of Daniel Morland's branding and content plans for his FMP project. He discusses developing a consistent brand identity across multiple platforms using a logo based on intersecting lines. Morland also outlines his process for creating written articles and videos, taking inspiration from other motorsports channels. He plans to focus 30-40% of his efforts on written content hosted on a website. Morland provides a production schedule detailing his process for generating article ideas, scouting locations, and planning written content and photos.
The document provides examples of graphic design work for an app called Alien Blast, including a logo, box art, banners, and t-shirt designs. Feedback was gathered on each design from others and improvements were made. The logo was refined to add subtle color to the eyes. The t-shirt design was changed to use a black background and rearrange elements based on feedback. Overall, the designs evolved to better target teenage audiences and look more professional based on feedback received.
The student has been working on creating animations and designs for a hip hop themed video game title screen and main menu. They have tried multiple designs for the title screen that were too dark or had too much going on. Their latest title screen design features animated graffiti-style text against a simple background. They have also designed characters and animated arm and jumping movements. Creating pixel art animations and syncing them in video editing software has presented some challenges.
Chloe created an experimental photography piece exploring themes of fear and being "thrown in at the deep end". For her second experiment, she photographed a model using a slow shutter speed to capture movement. She then painted watercolors and dotted acrylic paint over the image. While some colors were distorted due to the materials reacting, Chloe was happy with how the final image conveyed her theme through the model's haziness and the shapes and colors used. She discussed how her work was influenced by other artists and evaluated both the aesthetic and technical qualities of her piece.
The document provides details on the processes Jay-Birkin used to create various products in Adobe Photoshop CS6 for their game brand. Key tools used included the magnetic lasso tool, paint bucket, text tool, pencil tool, and magic wand tool. Projects created included a logo designed in pixels, posters with silhouettes and text, unique keychains featuring characters, t-shirt designs uploaded to Redbubble, a skateboard deck with a dragon graphic, and Xbox controller art with a fire background. For each product, the document outlines the steps taken to design and finalize the graphics in Photoshop.
The document summarizes the author's experimental photography project. They began with the intention of capturing bubbles and movement to represent fear and being "thrown in at the deep end." They were influenced by other artists' use of multiple mediums. Their process involved taking photos, editing them, and painting dots over images. They used watercolors and acrylic paint. While they achieved their theme, they felt the images could be improved with more dots or experimenting with food coloring. Overall they determined their work fulfilled the brief but could be developed further.
- The document describes an experimental photography project exploring multimedia techniques like painting dots on photographs.
- The artist analyzed their influences like Sebastiaan Bremer and Olga Guerra and how they have used techniques like dots of paint.
- Through practice with a camera, scanner, and Photoshop, the artist captured bubble photos and added dots of paint to enhance shapes while keeping the images clean and simple. Some technical challenges were addressed through multiple trials.
Oliver evaluated their production process and technical qualities for creating an animated advertisement. According to their research, the target audience was ages 16-24 living in York interested in streetwear. For planning, Oliver created a schedule and timeline that they mostly followed. They explored new animation techniques like After Effects. Stylistically, Oliver incorporated artwork from Kaws, Takashi Murakami, Bear Brick, and Steve Harrington. Peer feedback noted the smooth animation but difficulty understanding how it advertised York, and improvements could have been made to transitions and using video footage. Oliver agreed improvements could be made to transitions, character animation, and incorporating their own photography.
1) The document provides a reflection on the process of creating the front cover and double page spread for a magazine production project.
2) Key aspects of the front cover production included planning the layout, selecting images and colors, and adding design elements like banners and advertisements.
3) For the double page spread, the process involved planning the layout, framing the page with banners, adding a large cover line, and incorporating photos and an interview article about a fake band.
4) Reflections on the process note the importance of pre-production planning, adjustments made along the way, and ensuring both pieces conveyed a cohesive brand identity for the magazine.
Tom Haase evaluated his graphic design project where he researched and applied various design theories. He found colour theory to be the most useful as it allowed him to improve aesthetics by using complementary colors. While the grid method was less useful for this particular project, elements of it were still incorporated unintentionally. When comparing his film poster and cover designs to professional examples, Tom found many similarities in layout, use of imagery and text, color schemes, and overall structures that made his work look professional as well. However, he also noted some areas for improvement regarding mystery, emphasis, and lighting.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
The document outlines an experimental photography project involving double exposure, zoom burst, and post-production techniques. The student plans to create double exposures by merging two contrasting images, and zoom burst photos exploring different camera settings. They will require a DSLR camera and locations in York and Leeds. A schedule is provided detailing planned shoots on specific dates with intended subjects and equipment. Contact sheets are included showing initial results.
The document describes the process the author took to create a digital artwork, which included tracing images found online to create characters, objects, and logos, filling them in with color, and arranging them on a desk scene. Multiple characters and references from movies, games, and comics were included. The author reflected on elements of the process like combining images, using stylized fonts, and color contrast that could be applied to a final product design.
The document provides a reflection on the production of a look book featuring Formula 1 drivers and cars. It summarizes each page, describing the creative process, techniques used, and goals. For example, it explains how hue and saturation layers were used to create gradients on a photo of Charles Leclerc. It also discusses rotoscoping helmet and car designs in different liveries and adding textures to portray a "drawn" effect. The cover features a Lewis Hamilton image and title "Velocita" in a thin font to represent speed.
The document provides guidance for evaluating a graphic narrative project. It prompts the creator to provide both written and visual examples to explain the project. The creator should praise strong areas of their work and identify areas that could be improved. It also includes questions for the creator to reflect on regarding how well their final product achieved their original intentions, how well they constructed images, how text is used to support images, and whether the product is suitable for the intended audience. The creator provides responses reflecting on their use of techniques like shadows, opacity, and organization of layers. They identify what they liked and disliked about their techniques and the final product.
The document provides an evaluation of logo designs and a membership form created for Surfers Against Sewage (SAS). It discusses the intended purpose of relating the designs to surfing, coastlines, and the UK. It summarizes the techniques used to create each logo, including shapes, colors, fonts, and imagery. It also evaluates how effectively the designs communicate the message of SAS and how they compare to the organization's original logo. Finally, it discusses the membership form creation, ensuring it adheres to the intended purpose and is appropriate for the target 16-60 year old audience.
The document describes various experiments the author conducted in developing a logo, magazine cover layout, magazine article layout, and radio advertisement script for a gaming magazine called "Gamers Unite". Key experiments included testing different fonts and designs for the logo, laying out elements like headlines and images on mock magazine covers and article pages in PowerPoint, and writing and practicing a script for a radio advertisement. The author reflected on which elements from the experiments worked best and could be carried over to the final products, such as the Quantify font for the logo if it looks good against the background image, and a two-column magazine article layout similar to PC Gamer.
The document discusses various aspects of marketing and promotional design for a mobile game called "Snake Escape". It includes analyses of app icons, banners, t-shirt designs, logos, and stickers created for the game. Feedback was provided on initial concepts which informed final designs for each element. The goal was to create visuals that fit the dark and creepy theme of the game and would appeal to the target audience.
The document provides an evaluation of a design project for an IRN-BRU can. It summarizes the key technical skills learned, including using gradients, blending options, clipping masks, and creating animated GIFs. It also evaluates the aesthetic qualities of the can design and several poster concepts. The poster concepts feature superheroes to appeal to the target demographic. Feedback indicates room for improvement on backgrounds but that the concepts are generally fit for purpose in promoting the drink.
The document summarizes an experiment Jay Birkin conducted to create a city landscape background image in Photoshop for a 2D side-scrolling game. However, the simple city image did not fit well in the game. For the final product, Jay thinks the view will look down from above the city as characters navigate through it. The image was drawn by hand using basic Photoshop tools like the pencil, move, and color selection tools. While more detail could have been added, Jay learned they want to include more pixel artwork, especially for characters, and use a dark color scheme in the final products.
The document contains summaries of analyses and evaluations of various graphic designs, including book covers, magazine covers, video game covers, app icons, web banners, and stickers. It also includes design processes and timelines for creating marketing assets for a game called "Ninja Rush", as well as research on freelance graphic design rates.
The document evaluates the graphic design work done to promote a mobile game called Snake Escape. It compares the poster, t-shirt, and sticker designs to existing examples from other games. Feedback was received that prompted changes to declutter the poster, make the game more accessible, and unite the visual elements of the stickers. The work was done using pencil, Photoshop, Illustrator, and a graphics tablet to design assets and products for promoting the game. While the t-shirt design fits its purpose to promote brand recognition, the app icon design may need changes based on further feedback to better fit the target audience and game.
The document summarizes the process of editing a photo for a poster. It describes adjusting brightness and contrast, erasing text from a wall, adding a Canon logo and slogan, and experimenting with placement and colors of the logo and words. Feedback from peers resulted in changes like making the logo and words larger. The process of carefully editing, trying alternatives, and getting feedback is emphasized.
The document provides a summary of the student's FMP (Final Major Project) evaluation. It discusses the strengths and weaknesses of the student's research, planning, time management, target audience appeal, technical and aesthetic qualities of the designs, and feedback from peers. The designs created were rotoscoped Batman images and a skull design from Dragon Ball Z. Feedback indicated the designs were well-made but could be improved by adding more variety in fonts and techniques and creating additional designs. The student agreed more designs and use of different fonts and techniques could further improve their work.
The document describes three experiments the author conducted to help develop their skills for their final product.
In the first experiment, the author created a basketball animation to practice animating movements for a sports game. They designed characters and backgrounds, then used Photoshop's timeline tool to create a walk cycle.
The second experiment involved designing logos for an app. The author tested different designs and had classmates vote on their favorites to get feedback.
The third experiment was designing a game case cover using templates. Pixelated images and text were used along with a blurred background image.
The author reflected that completing these experiments provided beneficial experience with animation, logo design, and game packaging that will help with designing their final
Chloe created an experimental photography piece exploring themes of fear and being "thrown in at the deep end". For her second experiment, she photographed a model using a slow shutter speed to capture movement. She then painted watercolors and dotted acrylic paint over the image. While some colors were distorted due to the materials reacting, Chloe was happy with how the final image conveyed her theme through the model's haziness and the shapes and colors used. She discussed how her work was influenced by other artists and evaluated both the aesthetic and technical qualities of her piece.
The document provides details on the processes Jay-Birkin used to create various products in Adobe Photoshop CS6 for their game brand. Key tools used included the magnetic lasso tool, paint bucket, text tool, pencil tool, and magic wand tool. Projects created included a logo designed in pixels, posters with silhouettes and text, unique keychains featuring characters, t-shirt designs uploaded to Redbubble, a skateboard deck with a dragon graphic, and Xbox controller art with a fire background. For each product, the document outlines the steps taken to design and finalize the graphics in Photoshop.
The document summarizes the author's experimental photography project. They began with the intention of capturing bubbles and movement to represent fear and being "thrown in at the deep end." They were influenced by other artists' use of multiple mediums. Their process involved taking photos, editing them, and painting dots over images. They used watercolors and acrylic paint. While they achieved their theme, they felt the images could be improved with more dots or experimenting with food coloring. Overall they determined their work fulfilled the brief but could be developed further.
- The document describes an experimental photography project exploring multimedia techniques like painting dots on photographs.
- The artist analyzed their influences like Sebastiaan Bremer and Olga Guerra and how they have used techniques like dots of paint.
- Through practice with a camera, scanner, and Photoshop, the artist captured bubble photos and added dots of paint to enhance shapes while keeping the images clean and simple. Some technical challenges were addressed through multiple trials.
Oliver evaluated their production process and technical qualities for creating an animated advertisement. According to their research, the target audience was ages 16-24 living in York interested in streetwear. For planning, Oliver created a schedule and timeline that they mostly followed. They explored new animation techniques like After Effects. Stylistically, Oliver incorporated artwork from Kaws, Takashi Murakami, Bear Brick, and Steve Harrington. Peer feedback noted the smooth animation but difficulty understanding how it advertised York, and improvements could have been made to transitions and using video footage. Oliver agreed improvements could be made to transitions, character animation, and incorporating their own photography.
1) The document provides a reflection on the process of creating the front cover and double page spread for a magazine production project.
2) Key aspects of the front cover production included planning the layout, selecting images and colors, and adding design elements like banners and advertisements.
3) For the double page spread, the process involved planning the layout, framing the page with banners, adding a large cover line, and incorporating photos and an interview article about a fake band.
4) Reflections on the process note the importance of pre-production planning, adjustments made along the way, and ensuring both pieces conveyed a cohesive brand identity for the magazine.
Tom Haase evaluated his graphic design project where he researched and applied various design theories. He found colour theory to be the most useful as it allowed him to improve aesthetics by using complementary colors. While the grid method was less useful for this particular project, elements of it were still incorporated unintentionally. When comparing his film poster and cover designs to professional examples, Tom found many similarities in layout, use of imagery and text, color schemes, and overall structures that made his work look professional as well. However, he also noted some areas for improvement regarding mystery, emphasis, and lighting.
The document provides details on pre-production work for a game project, including color schemes, fonts, HUD designs, character sketches, and a production schedule. Key aspects include:
- Choosing brighter colors inspired by adventure games like Monkey Island.
- Selecting pixelated fonts to match the retro style and ensure legibility when pixelated.
- Favoring a bottom-right HUD layout that resembles common adventure game designs.
- Initial sketches exploring flag, character, and robotic arm concepts to develop the visual style.
- A 3-week production schedule outlining tasks like background art, sound effects, and animation.
The document outlines an experimental photography project involving double exposure, zoom burst, and post-production techniques. The student plans to create double exposures by merging two contrasting images, and zoom burst photos exploring different camera settings. They will require a DSLR camera and locations in York and Leeds. A schedule is provided detailing planned shoots on specific dates with intended subjects and equipment. Contact sheets are included showing initial results.
The document describes the process the author took to create a digital artwork, which included tracing images found online to create characters, objects, and logos, filling them in with color, and arranging them on a desk scene. Multiple characters and references from movies, games, and comics were included. The author reflected on elements of the process like combining images, using stylized fonts, and color contrast that could be applied to a final product design.
The document provides a reflection on the production of a look book featuring Formula 1 drivers and cars. It summarizes each page, describing the creative process, techniques used, and goals. For example, it explains how hue and saturation layers were used to create gradients on a photo of Charles Leclerc. It also discusses rotoscoping helmet and car designs in different liveries and adding textures to portray a "drawn" effect. The cover features a Lewis Hamilton image and title "Velocita" in a thin font to represent speed.
The document provides guidance for evaluating a graphic narrative project. It prompts the creator to provide both written and visual examples to explain the project. The creator should praise strong areas of their work and identify areas that could be improved. It also includes questions for the creator to reflect on regarding how well their final product achieved their original intentions, how well they constructed images, how text is used to support images, and whether the product is suitable for the intended audience. The creator provides responses reflecting on their use of techniques like shadows, opacity, and organization of layers. They identify what they liked and disliked about their techniques and the final product.
The document provides an evaluation of logo designs and a membership form created for Surfers Against Sewage (SAS). It discusses the intended purpose of relating the designs to surfing, coastlines, and the UK. It summarizes the techniques used to create each logo, including shapes, colors, fonts, and imagery. It also evaluates how effectively the designs communicate the message of SAS and how they compare to the organization's original logo. Finally, it discusses the membership form creation, ensuring it adheres to the intended purpose and is appropriate for the target 16-60 year old audience.
The document describes various experiments the author conducted in developing a logo, magazine cover layout, magazine article layout, and radio advertisement script for a gaming magazine called "Gamers Unite". Key experiments included testing different fonts and designs for the logo, laying out elements like headlines and images on mock magazine covers and article pages in PowerPoint, and writing and practicing a script for a radio advertisement. The author reflected on which elements from the experiments worked best and could be carried over to the final products, such as the Quantify font for the logo if it looks good against the background image, and a two-column magazine article layout similar to PC Gamer.
The document discusses various aspects of marketing and promotional design for a mobile game called "Snake Escape". It includes analyses of app icons, banners, t-shirt designs, logos, and stickers created for the game. Feedback was provided on initial concepts which informed final designs for each element. The goal was to create visuals that fit the dark and creepy theme of the game and would appeal to the target audience.
The document provides an evaluation of a design project for an IRN-BRU can. It summarizes the key technical skills learned, including using gradients, blending options, clipping masks, and creating animated GIFs. It also evaluates the aesthetic qualities of the can design and several poster concepts. The poster concepts feature superheroes to appeal to the target demographic. Feedback indicates room for improvement on backgrounds but that the concepts are generally fit for purpose in promoting the drink.
The document summarizes an experiment Jay Birkin conducted to create a city landscape background image in Photoshop for a 2D side-scrolling game. However, the simple city image did not fit well in the game. For the final product, Jay thinks the view will look down from above the city as characters navigate through it. The image was drawn by hand using basic Photoshop tools like the pencil, move, and color selection tools. While more detail could have been added, Jay learned they want to include more pixel artwork, especially for characters, and use a dark color scheme in the final products.
The document contains summaries of analyses and evaluations of various graphic designs, including book covers, magazine covers, video game covers, app icons, web banners, and stickers. It also includes design processes and timelines for creating marketing assets for a game called "Ninja Rush", as well as research on freelance graphic design rates.
The document evaluates the graphic design work done to promote a mobile game called Snake Escape. It compares the poster, t-shirt, and sticker designs to existing examples from other games. Feedback was received that prompted changes to declutter the poster, make the game more accessible, and unite the visual elements of the stickers. The work was done using pencil, Photoshop, Illustrator, and a graphics tablet to design assets and products for promoting the game. While the t-shirt design fits its purpose to promote brand recognition, the app icon design may need changes based on further feedback to better fit the target audience and game.
The document summarizes the process of editing a photo for a poster. It describes adjusting brightness and contrast, erasing text from a wall, adding a Canon logo and slogan, and experimenting with placement and colors of the logo and words. Feedback from peers resulted in changes like making the logo and words larger. The process of carefully editing, trying alternatives, and getting feedback is emphasized.
The document provides a summary of the student's FMP (Final Major Project) evaluation. It discusses the strengths and weaknesses of the student's research, planning, time management, target audience appeal, technical and aesthetic qualities of the designs, and feedback from peers. The designs created were rotoscoped Batman images and a skull design from Dragon Ball Z. Feedback indicated the designs were well-made but could be improved by adding more variety in fonts and techniques and creating additional designs. The student agreed more designs and use of different fonts and techniques could further improve their work.
The document describes three experiments the author conducted to help develop their skills for their final product.
In the first experiment, the author created a basketball animation to practice animating movements for a sports game. They designed characters and backgrounds, then used Photoshop's timeline tool to create a walk cycle.
The second experiment involved designing logos for an app. The author tested different designs and had classmates vote on their favorites to get feedback.
The third experiment was designing a game case cover using templates. Pixelated images and text were used along with a blurred background image.
The author reflected that completing these experiments provided beneficial experience with animation, logo design, and game packaging that will help with designing their final
The document discusses several 3D models Declan Brophy created in Blender, including a backpack, gun, cardboard box, crate, ladder, and barrel. For each model, Declan describes the modeling techniques used, such as extrusion, bisecting meshes, and applying subdivision filters. He also discusses overcoming issues with extrusion modeling and joining objects by getting help from colleagues and researching solutions. Overall, Declan feels the models meet the requirements of the brief but that he could improve with more Blender experience.
The document discusses several 3D models Declan Brophy created in Blender, including a backpack, gun, cardboard box, crate, ladder, and barrel. For each model, Declan describes the modeling techniques used, such as extrusion, bisecting meshes, and applying subdivision filters. He also discusses overcoming issues with extrusion modeling and joining objects by getting help from colleagues and researching solutions. Overall, Declan feels the models meet the requirements of the brief but that his skills could be improved with more practice using Blender.
The document discusses the research, planning, problem solving, and technical/management challenges involved in producing a vaporwave-style fanzine. Key areas of research included conducting a survey to understand audience preferences, examining layouts of other magazines, and analyzing color schemes of similar fanzines. Planning covered selecting appropriate photo shoot locations and creating layout plans. Experiments helped develop skills like applying visual effects. Not having access to Adobe Illustrator and last-minute train booking issues presented technical and management problems.
For his first design, the author created an Irn Bru can design with overlapping text in different colors to make the text stand out. He added a blue stripe and silhouette to make the packaging look more professional. For his second design, he tried a battery-shaped can but it did not work with the brand colors. He then created a simple design with orange background and blue details, struggling with color shades. His third design combined elements he liked, using simple shapes. He added a watermarked silhouette to tie the design together professionally. For posters, his first stained glass design had technical issues. His second used scattered cans and the phrase "Keep Calm and have a Bru." For web banners, his first used brand colors and
For a class project, the student designed various packaging concepts for an energy drink called Irn Bru, including can designs, posters, and web banners. Their third can design featured simple shapes and fonts balanced well together with a watermarked silhouette in the center. For posters, their second design used the phrase "Keep Calm and Have a Bru" with scattered cans and a light blue filter. Their second web banner featured circular shapes separating the text and a flipped "32" to add visual interest. Overall, the student was happy with how their designs incorporated consistent branding elements while experimenting with different concepts.
Tom practiced different camera angles and settings to improve his photography skills for an upcoming production. He took multiple shots of different angles and experimented with ISO settings to understand how they impact lighting. Tom also completed several Photoshop tutorials, some more successfully than others. The tutorials covered techniques like 3D text, neon lighting effects, and double exposures. While some designs were challenging, Tom felt the tutorials provided creative inspiration and advanced his skills compared to earlier work. He believed regular practice would help him implement these styles effectively in future projects.
- The document analyzed responses to a questionnaire about clothing brands, prices, and target audience preferences.
- Most respondents were teenagers and young adults, informing the initial target market of teenagers and young adults dealing with mental health issues.
- Questions about acceptable prices found that people would pay a range for t-shirts and hoodies, helping determine pricing options for the new brand.
- Responses indicated creating a unisex brand would double the target audience by appealing to all genders and avoiding gender stereotypes in colors.
Shania Carter created a logo for the organization Surfers Against Sewage. The logo features overlapping surfboard noses in a circle to represent unity and working together. Carter used techniques like drop shadows and layering to make the logo appear three-dimensional. She targeted adolescents and surfers as the audience. For merchandise, Carter designed a t-shirt with a whale made of shapes for children under 7. She also designed a complex, abstract phone case design for older surfers as another merchandise item.
This document summarizes Oliver Georgiou's experimental photography project. It includes annotations and evaluations of three images: one featuring a skateboard blended into a building's architecture, one showing a building reflection with one half in color and the other in black and white, and one depicting stars and clouds on a building and path at night titled "Bring an Umbrella." Oliver aimed to portray different levels of urbanization through these images and utilized techniques like multiple exposures and color/brightness adjustments. He analyzes how well each image fulfills his intentions and how they could be improved, discussing formal elements and technical qualities.
This document summarizes an experimental photography project. The student created three images exploring ideas of urban environments and reflections. For the first image, they superimposed two photos of skateboards onto a building to symbolize skateboarders' freedom. They were happy with realizing this initial idea. The second image showed a building reflection in water turned upside down to portray reflections as a colorful other world. Weak points included tree branches hard to select. The student felt the images fulfilled the brief of being experimental and having an urban theme.
Oliver Frost created a logo for his clothing brand called "All Four" which features playing card suits in red and black colors. He drew the logo using a drawing tablet and experimented with different fonts before settling on Gill Sans. Oliver then designed several clothing items like hoodies and t-shirts featuring the logo. He created variations by changing colors of the logo and rearranging elements. Oliver also made a webpage to showcase and sell his brand's products, arranging the layout differently than other clothing websites.
The document provides a summary of the website for the clothing brand Future Self. Key points include:
- The website has a minimal, monochrome design with white, black and photos to draw attention.
- Product categories are shown through an initial slideshow and additional sections.
- Photos on the website were taken during outdoor photo shoots with natural lighting.
- Individual product pages could be improved by making the pages longer and adding social media.
- The brand's Instagram utilizes photos from shoots and color schemes to showcase new collections.
- Looking at other brands' websites provided inspiration for designing accessible and visually appealing pages.
The document provides details about a clothing brand called Future Self and the website design. It summarizes key aspects of the website layout, color scheme, navigation, and photo styles that were analyzed. The summarizer found some elements to be effective, such as the minimal design, slideshow of product categories, and consistent color theme. It also noted some aspects that could be improved, such as having longer product pages and contact information at the bottom.
The document describes experiments conducted by the author to help develop their skills for a final game product. They created an animated basketball walk cycle to practice sports animation. They also designed several app logos and tested them with classmates to get feedback. Finally, they designed a pixelated game case cover for a basketball game to learn cover design skills. The author reflected that completing these experiments provided valuable experience with animation, logo design, and game cover design that will benefit their final product.
This document contains summaries of assignments from a digital graphic narrative development course. It includes summaries of the student's evaluations of various image creation tasks using different digital tools, such as the shape tool, rotoscope tool, and text tools. The student provides feedback on what they liked about their images and how they could be improved. It also includes a summary of their proposal for a comic book project, which outlines the story, production methods, audience, and includes a feedback section.
The document provides details about the process of creating various elements for a band production, including experiments, an album cover, logo, poster, t-shirt designs, and website. For the album cover, the creator drew character designs using tools like the pen tool and painted them in. Feedback was incorporated into redesigning the poster to centralize the logo. The logo and t-shirt designs were also modified. To start the website, the creator logged into their Wix account and began building out pages and sections.
The document provides feedback on a student's digital graphic narrative development tasks. For their shape task, the student likes that they added shading to create shadows and highlights, making the image more eye-catching. They would improve by adding more detail and a creative background. For their rotoscope task, the student spent time on facial features and likes the lips and eyes. They would improve skin and clothing colors. For their text task, the student experimented with text techniques and likes using color and drop shadows. They would experiment with more fonts. For their comic, the student likes the contrasting colors and abstract qualities. They would add more definition and make images more abstract.
The document provides an evaluation by Erin Stephenson of their work completed during the pre-production and production stages of an FMP (Final Major Project). It breaks down the evaluation into sections corresponding to the different stages of work, including proposals, contextual research, problem solving, planning, and production. For each section, Erin analyzes specific examples from their work, highlighting what went well and possibilities for improvement. Organization of files and use of tagging for organization are also discussed. Theories and practitioners researched during contextual research, such as Maslow's hierarchy of needs, are reflected as being useful for informing aspects of Erin's production work.
This document provides summaries of three animation videos created by Erin Stephenson using rotoscoping software:
1) "Fruits" featured zooming footage of fruits that was rotoscoped, with an unintended but interesting melting effect occurring due to some fruits not being fully visible.
2) "Photo Booth" featured moving shoes, requiring two keyframes - one with feet flat and another tilting one foot up. Improving color contrast between legs would improve the rendering.
3) "Tapping Shoes" featured footage of a tapping foot that was smoothly animated, though a glitch caused two rotoscopes to form instead of one, which was easily fixed by separating the clips.
This document summarizes and evaluates three animation videos created using rotoscoping software. The first video features zooming fruits that unexpectedly melted together due to incomplete source material, but the author liked this effect. The second video shows a shoe tilting up, which required rotoscoping two keyframes. The author would change the leg colors to avoid blending issues. The third video involved tapping shoes but no details are given.
This document provides an evaluation of Erin Stephenson's work for their FMP project. It begins by outlining the structure of the evaluation, which will break down each section of the work. It emphasizes analyzing specific parts of the work through screenshots and annotations.
The evaluation then covers organization of files, time management, pre-proposals/proposals, contextual research, research, problem solving, production experiments, planning, production, and daily reflections. For each section, screenshots are provided to highlight specific examples. The document focuses on what aspects worked well and areas for improvement. Overall, the evaluation comprehensively reviews Erin's entire FMP process and production work at a high level.
This document provides an evaluation of Erin Stephenson's work for their FMP (Final Major Project). It begins by outlining the structure of the evaluation, which will break down each section of the work and include screenshots and annotations. It then discusses the organization of files and time management approaches. Specific sections evaluated include pre-proposals and proposals, contextual research, research, problem solving, production experiments, planning, and production. For each section, what worked well and could be improved is analyzed. The document emphasizes organizing work, time management, and linking all elements together cohesively.
Erin Lily Stephenson is a creative media production student who has worked in hospitality for two years, developing confidence and the ability to work individually and as part of a team. She has a welcoming personality suited for customer service roles. Her experience includes serving and dealing with customer complaints as a waitress and sales team member at Toby Carvery in York. Currently she works as a showroom advisor at B&Q designing kitchens and bathrooms for clients using design software. She is studying for a higher education diploma in creative media production at York College.
This document provides an evaluation by Erin Stephenson of their work completed for an FMP (Final Major Project). It breaks down the evaluation into sections for the pre-proposal, proposal, contextual research, research, problem solving, experiments, planning, production, and daily reflections. For each section, Erin analyzes specific examples from their work, what they feel worked well, and areas for potential improvement. Peer feedback is also included which asks questions about consistency of graphics, movement/transitions, level of detail, boldness of graphics, and connection between animation and graphics.
Erin Stephenson plans to reflect on their FMP work by including screenshots, screen recordings, discussions of methods used, and advantages and disadvantages. They will ask questions like what went well, what didn't go to plan, and how the work can be improved. In week 1, Erin focused on graphics and digital art using Procreate. They created shoe drawings and graphics incorporating quotes. In week 2, Erin pulled together color palettes and font choices to unify their work. In week 3, Erin plans to work with EbSynth to add animation by rotoscoping frames of fruit footage and faces.
Contingency planning involves creating backup plans for potential disasters or disruptions. Having well-documented contingency plans prevents panic and allows teams to quickly recover. Creating contingency plans involves considering all possible problems in a project and developing solutions to prevent or address those problems. Some potential practical, technical, and theoretical problems that could occur in a fashion photography project include equipment malfunctions, power outages, health issues, bad weather, limited crew availability due to lockdown, and transportation delays. Careful planning, backup protocols, alternative equipment, and scheduling flexibility can help mitigate many of these potential problems.
Erin will spend the next two weeks gathering research and planning for her final major project. This will include creating mood boards, style sheets, exploring layouts, and planning written content. She will conduct research both online and offline. Erin plans to create a 'style edit' magazine spread and website focused on fashion and style. She will develop social media content for platforms like Instagram and TikTok. Erin has created sketches and mood boards drawing from album art and small business inspirations. She will use Procreate and Photoshop in her graphic design work. Erin is considering locations, equipment needs, finances, and scheduling to ensure successful project completion.
The student proposes a graphic design project to create a social media campaign for an upcoming brand. Their main areas of focus will be graphic design and photography. They will create advertisement pieces like a double page magazine spread and social media layouts. The concept is fashion-focused, incorporating clothing and accessories. Their target audience is women aged 16-24 in the UK. Throughout the project, the student will conduct self-evaluations to improve their work and ensure it meets the highest standard.
This document contains a student's reflection on their grade and areas for improvement on their final major project (FMP). The student performed well in their product and context research and proposal, but feels their production work and evaluation could be improved. Their action plan includes dedicating more time to production, conducting primary audience research, explaining creative decisions, and adding more detail to reflections and evaluations to analyze micro-level elements of their work. The overall goal is to improve areas like production and evaluation to achieve their desired distinction grade.
This document provides information on primary research methods. It defines primary research as data collected first-hand by the researcher. Some key types of primary research discussed include interviews, surveys, and focus groups. The document outlines advantages of primary research such as control over the method and sample, as well as disadvantages like time and cost involved. It also discusses important considerations for primary research like sample size and margin of error. Examples are provided of questions that could be used in a survey as a primary research method.
This document provides research on various theorists, practitioners, and social media influencers to assist in the creation of a final project. It summarizes key concepts from Cindy Sherman's work exploring common female roles and identities through self-portraiture. Richard Avedon's iconic celebrity portraits and minimalist style are discussed. Information is also given on Annie Leibovitz's engaging celebrity portraits and background in photography. Brief biographies are included of additional practitioners like Pamela Hanson, Alyana Cazalet, and Niki Demar. The document aims to compile useful context and notes to draw from for the final project.
Erin Lily Stephenson is a creative media production student who has worked in hospitality for two years, giving her strong customer service and teamwork skills. She is currently studying for an Extended Diploma in Creative Media Production while working as a waitress and sales team member at Toby Carvery in York. Erin has a welcoming personality and experience in photography, video editing, and Adobe Creative Cloud software from her education.
Erin Lily Stephenson is a creative media production student who has worked in hospitality for two years, developing confidence and the ability to work individually and as part of a team. She currently works as a waitress and sales team member at Toby Carvery in York, serving guests, dealing with complaints, and keeping her station clean. She is studying for an Extended Diploma in Creative Media Production at York College and received ten GCSEs, including in English, Math, Science, French, Media Studies, History, and Art. Her skills include customer service, serving experience, organization, Microsoft Office, photography, video editing, Adobe Creative Cloud, being a fast learner, and ability to multitask.
The document discusses a student's proposed final major project (FMP) idea for promoting a photographer using social media. The student decided to do a similar project to their previous FMP which promoted an artist through social media. They want to focus on photography as it was their original passion that drew them to media. The student cites photographer Damon Baker as an influence for his black and white style with intense shadows. They also want the project to have a positive, colorful tone to stand out from their typically neutral previous work and experiment with bolder techniques like neon effects. The goal is to promote and intrigue audiences about the photographer's work using social media and other media to reach a wide, global audience.
The document outlines a student's proposed final major project (FMP) idea for their fashion marketing course. The student's idea is to create a marketing promotion for an upcoming fashion brand. They chose this idea because it allows them to combine various skills learned throughout the course, such as different media forms. The project is also important to the student because it relates to their passion for fashion. Some initial influences mentioned are sustainable and inclusive fashion brands. The student wants their work to make the audience feel they can be outside of societal boxes. Bright colors and graphic design techniques like rotoscoping will be employed to achieve a vibrant, positive yet critical mood. The colorful, graphic style was chosen to challenge the student's skills.
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
2. How am I planning to reflect on my
work in this document?
• Include screenshots
• Include screen recordings (embedded on website
through YouTube)
• Discuss methods and how it has been carried out
• Discuss advantages and disadvantages
3. Questions to ask in my reflections:
• What went well in the work?
• What didn’t go to plan in the work carried out?
• What can I do to improve on the work I have done and to make
it better?
• What am I planning to do next regarding my work:
4. Week 1: 9th – 12th March
To start of my first week of production my main focus of this week is
graphics and digital art. The main piece of equipment I will be using in this
weeks work is my iPad, specifically using the app Procreate.
• Tuesday: ‘Shoe Rotoscope’ – drawing shoes such as Jordan’s, Nike’s,
Converse etc. Using stencils from my planning and improving them.
• Thursday: Drawing graphics symbols and quotes (similar style to liquify
effect that I used previously in Photoshop) to use in social media layouts
and distribute on website.
• Friday: Finish any unfinished shoes from Tuesday, if needed got back in
and add details. Also start drawing up some more ‘model’ sketches (style
similar to line art idea discussed in planning inspiration)
5. Shoe (Converse) Rotoscope:
As a core focus of my project is shoes my focus was
digital versions of famous shoes. The reason as to why I
am going back into these stencils and improving on them
is so that when I am showing a variation of the shoes
(colour and style) instead of drawing the shoe individually
each time, I can copy this stencil (layer) and then add on
the details which will save me time in the long run
6. Chequered Vans
Here is one of my final drawings of a
single shoe
One thing I like about this overall design is
that the colours have stuck to black and
white. I did discuss in my planning that I
wanted a bright and colourful scheme
however I also want my previous units to
link to this project so by including some
elements of more of a muted colour
palette, it links my older units to this large
project. It also helps this design stand out
rather than them all blending in together.
7. The first step I carried out
when creating this shoe
drawing is beginning the
outline. To make this
easier, I drew out the
Nike symbol as that is the
centre focus of the shoe
itself. Another key feature
I drew out to keep the
shape intact is the laces
which run in line with the
tick.
Once I have completed the
main outline for the shoe, I
can then go in and start
drawing the different layers
of fabric. This style is very
common among all Jordan's
so I used a reference picture
off Pinterest as well as my
own shoes as I have them
to draw them out in the
correct places.
Here is a screenshot before I
went in and drew the symbol
and started to fill in the show
with the colours. When outlining
I found it best to do it in black as
it shows up clear on screen but
also on the stitching of the
shoes, you can slightly see the
outlines so this is my way of
bringing that into the image
rather than it all appearing up in
a ‘blocky’ and ’disconnected’
final result.
When drawing out the air
Jordan symbol this was
probably the most
challenging part of the shoe
as the details are very
intricate and also incredibly
small. The way in which I
did this to make it as easy
to draw as possible was to
draw the outlines in white
so that I could then fill in all
gaps such as the basketball
in with black.
Here is the colour palette in which I used for this shoe. By
having the palette drawn onto a separate layer this means I
can always refer back to previous colours, there is a trick in
procreate in which you can switch between however it only
between the current colour and the last one whereas having
them all on screen means I can use the dropper tool and get
to what colour I need to be using quickly and easily
This is the final result for my drawing which I
exported as a png so that the background is
transparent and I can overlay it on my other
graphics.
8. Here is another example of
me drawing out another
pair of Jordan mid’s
however unlike the
previous one, this shoe is
at a different angle and
instead of it being flat on
the ground it is more tilted
allowing the audience to
see a different angle of the
shoes, making it stand out
next to the other shoe,
showing that contrast.
Similar
to
the
first
drawing
I
did
of
Jordan’s,
I
started
off
by
drawing
the
tick
and
then
continued
to
draw
the
main
outline
of
the
shoe.
The
reason
as
to
why
I
have
done
the
outline
in
black
is
because
it
will
stand
out
to
the
audience
and
also
make
it
easier
for
me
to
see
the
outline,
especially
when
I
am
drawing
zoomed
in
on
a
specific
section
(for
example
drawing
in
the
different
fabrics
or
the
tongue
of
the
shoe
with
laces)
After
drawing
the
initial
outline,
I
can
now
start
drawing
in
the
more
defining
parts
of
the
shoe
such
as
the
beginning
of
the
tongue
which
will
allow
me
to
figure
out
the
placement
of
the
laces
and
any
extra
features
including
the
different
fabrics
in
their
different
colours
As
you
can
see
in
the
image
of
above,
the
shoes
different
aspects
are
coming
together
and
to
make
it
look
‘uniformed’
I
have
kept
the
brush
in
the
same
thickness
that
I
used
for
the
outline.
The
reason
why
I
have
chosen
to
do
this
is
so
the
outline
doesn’t
stand
out
too
much
and
allows
for
the
shoe
to
look
more
connected
rather
than
having
a
bold
outline
that
doesn’t
suit
the
style
as
much.
Once
I’ve
got
the
main
fabrics
outlined
and
drawn
in,
I
can
now
begin
drawing
in
the
laces.
Personally
I
believe
theses
stand
out
in
the
graphic
due
to
their
thick
black
outline
which
contrasts
with
the
red
and
white
fabrics.
The
last
step
in
regards
to
this
graphic
is
filling
in
the
fabrics.
As
I
have
a
white
background
which
was
helpful
when
drawing
in
the
main
outlines
however
as
part
of
the
fabric
in
the
shoes
are
white
I
turned
off
the
visibility
of
the
background
layer
so
that
I
would
know
which
portions
I
had
missed
filling
in.
The
reason
as
to
why
I
decided
to
start
with
red
Jordan’s
is
because
I
believe
they
stand
out
and
are
also
easily
recognised
by
my
target
audience
with
them
frequently
appearing
on
social
media
and
being
very
popular
online
9. With this design for the Jordan’s I decided to
do another graphic with the same outlines
and laces however instead of a darker red I
went with a vibrant pink which will link with
some products I am creating later on in
production
10. Quote Graphic:
In this example I am showing the process of
me creating a ’quote graphic’ within Procreate.
The inspiration behind this specific one is using
an effect from my problem solving work which
involved manipulating and warping text also
know as the liquify tool.
I wanted to create a quote inside procreate as
it meant that I can completely have the text be
unique and can also incorporate my own
handwriting into it also
11. Butterfly Graphic:
Taking inspiration from the y2k style I looked at during
my planning as well as me also being generally drawn to
butterflies and how they are so different and varied I
decided to create some butterfly graphics and in this
example, incorporating the cow print.
Rather than having a simple butterfly, this flips it on its
conventions and makes it stand out to my audience. In
terms of the colour scheme I have chosen for this
graphic, instead of having it follow the standard black
and white (exactly like cow print) I decided to incorporate
this peach/pink colour that isn’t incredibly vibrant but
loud enough to make an impression.
For the brush size and thickness, I made the decision for
it to have a thick outline as this will define the butterfly’s
overall shape more
12. One thing that makes
this graphic look
appealing to me is that
the outline fits well with
the cow print design
13. Creating a colour palette/choosing a colour
scheme in Procreate
One feature in this app which I think makes it stand
out in comparison to Photoshop in terms of design
aspects is the colour section and the wide variety
of options.
Procreate allows you to choose what scheme you
would like to follow with. In the screenshot shown
on the left, it is under ‘split complementary’
meaning that the colours will be opposite each
other in the colour wheel and then there’s a third
option which acts as a middle point for the two
14. The way in which I did this in the most effective way was
by copying the outline layer into a new project within
procreate, I could then fill it in with the colour of my choice
In the screenshots on the left, it is
showing how I’ve created a range of
options for once specific style, this
one being a Nike logo but dripping
down instead of that clean outlined
logo they are traditionally known by.
15. Having multiple versions – Using
different colour schemes
One good thing that comes from having
multiple versions of each design is that
there is a variety of options to choose
from when I compose my layouts. I
could end up not liking the way a certain
graphic appears with others and by
having the option to switch and change
them around will help me achieve my
desired look. When creating my
graphics I wanted to have several
versions so that I always have another
option as well as appealing more to my
audience as there are different options,
and it also doesn’t take too much time,
barely any at all! The quickest method I
used to do this was by copying the layer
in which the ‘base’ or better described
as outline of the drawing and placing it
in a new project in which I can then fill it
in with different colours.
In this example there are 2 dog
balloons with one being green
and the other yellow. With this
example you can see the
contrast due to where both these
colours are on the colour wheel
In this example using the lava lamps, unlike the
balloons I am following a more analogous colour
palette as red and purple are both in close
positions on the colour wheel so naturally they
blend well together.
Out of all the ones I’ve created today, the Jordan’s logo was most likely
the easiest for me to carry out and manipulate the colours due to it
being a very simple outline with no other colours acting with it, this
meant I could drop in the next colour with ease without any blockages
from other colours where I would have to go in with the brush and fix
the errors. For this example, I didn’t have to copy the outline into a new
layer and project and instead dropped the new colours on top of the
previous.
16. Week 1 Review
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
Next week I am planning to start work on a software called EbSynth, this will allow me to introduce ‘animation’ (in a
way) into my work to add some variety to my project. I will carry this out by downloading the software and then
rotoscoping the chosen keyframes which I will then upload to the software to then render.
In terms of managing time this week, I believe I have done well as I have been able to complete the work I had
wanted to achieve along with some additional pieces that I didn’t know whether I would have time to create.
17. Week 2: 16th – 19th March
What I will be focusing on this week is pulling together colour
palette and font choices. This will be pulling work from my
planning and condensing it all into one document.
• Tuesday: Colour Palettes
• Thursday: Font Choices
• Friday: A combination of both, checking over what I have
chosen and check they all link, will be aesthetically pleasing to
my audience.
18. Here is an example of one
of the colour palettes I’ve
created to potentially use in
my graphics.
Its important to establish
colour palettes and
schemes as this will make
the overall look of my
project as a whole.
With this colour
palette, this
colour is acting
as the ‘middle
ground’ between
the two
19. This colour palette is
following an ‘analogous’
scheme with all the
three colours here
being incredibly similar
with there being a pink,
purple and the middle
colour acting as the
middle point very much
similar to a darker sort
of peach as a way to
explain it
20.
21. Week 2 Review
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
In terms of what I am planning next week I want to start my Ebsynth, I had originally
planned on doing it this week but instead decided to focus on pulling together colour
palettes and font choices. So next week I want to be focusing all of my attention on that.
With time management for this week, I do believe I have lacked organisation wise as I think
I have possibly spent too much time focusing on an element which was more for my
planning side of things. I don’t think this will affect me further down my production however I
need to try and avoid this happening again.
22. Week 3: 23rd – 26th March
My aim for this week is to be working on my EbSynth work, this will mainly
be my rotoscoping my frames and rendering original footage. The two
videos that I will be focusing on this week is footage of fruits that I have
(linking back to a bright colour palette) and the face footage as more of an
experiment.
• Tuesday: Rendering videos (face + fruits)
• Thursday: Rotoscoping frames (if I have one completed early start
rendering in the background to help save time
• Friday: Rendering in EbSynth, mainly dependant on what happens on
Thursday
23. Here is a before and after rotoscope of which the model is smiling. To rotoscope this keyframe I
used Procreate and to make it easier as to what I was drawing on the separate layer I changed
the opacity of the original keyframe to around 30% so that while I am drawing, it is clear what I
have rotoscoped in. When starting to draw in this frame, I started off with the outline of the face
in black and then went in with the hat which meant I could then do the hair. Once I have done
the main outline of the model, I then went in and added facial features such as her nose,
eyebrows and mouth (including the smile shown in this keyframe shot). Now that I have done
all the main features, I then proceeded to fill in the outlines with colours. To keep this similar to
the main video, I used the dropper tool to get a near enough colour. To improve on this
keyframe, something I could have done is possibly added texture to the hair which would have
added another element of detail, therefore making the edit more complex and detailed.
24.
25. EbSynth Instructions
• Put your footage into Premiere and Export > Media > Change setting to PNG > Change export
location to a new folder named after the shot (e.g. Shot 1).
• Choose one frame from the PNGs (one with most amount of animation) and open it in Photoshop.
Repeat with multiple frames if necessary/lots of movement.
• Rotoscope (etc) it and then File > Save AS > JPEG > Save it into a new folder name Shot
Name Keyframes (e.g. Shot 1 Keyframes).
• Open EBSynth
• Under Keyframes > SELECT the first keyframe
• Under Video > SELECT the first frame of the shot folder
• Next to Output > SELECT > New Folder > Shot Name Processed
• Press Synth
• Open Premiere > File > Import > Import Image sequence from Shot Name Processed
• Click Clip > Modify > Interpret Footage > Assume this frame rate > 24FPS
26. The way in which EbSynth creates the
animation is by overlaying a keyframe.
So one of the most time consuming
steps is exporting the original footage
as a png sequence so that I can
rotoscope selected keyframes but also
be able to put that png sequence into
EbSynth for it to then render the final
version. To export the video as single
png frames, I need to import the footage
into premiere and then export it as a
png sequence. A tip I have learnt is to
make sure to have a folder ready so
that I know where to access all the
shots.
27. Here I have shown screenshots of the process I have carried out when rotoscoping these fruit frames.
In this first screenshot you can see
the original image layered beneath
my rotoscope layer. Similar to my
other rotoscoping to make it easier
to see I have changed the opacity
of the original photo so that I can
still see what I’m doing but the
drawing layer stands out more,
allowing me to see any slight
errors that wouldn’t be as
noticeable if I didn’t adjust the
opacity, more so if I am wanting to
stick to the original colour rather
than completely flipping it around.
In this screenshot it isn’t showing
the first layer but it is showing the
rotoscope more clearly. One thing
I like about this footage is the way
in which the colours react with
each other. The most prominent
colour is the pinks however they
are surrounded by oranges and
yellows and with them both being
close on the colour wheel they
look aesthetically pleasing
together
With this screenshot it is
showing a full idea of the
picture and also showing the
addition of the limes which is
adding a more cool tone to the
image with it being mainly
warmer tones (red, yellow,
oranges etc).
28. Facing Issues in EbSynth:
One thing that I faced when carrying out my work in EbSynth was that the software was unable to
find certain images. In the screenshots shown above it is explaining that there is ‘missing files’ and
therefore stops the rendering.
The way in which I resolved this issue is firstly stopping the synth before it continues anymore. Once
I have done this I delete the ‘shot 1 processed’ file which will contain the rendered images to save
space and also not confuse myself. Then I go back into premiere pro and export the original footage
again as a png sequence. This isn’t the most ideal method as it does eat into my production time
however it is the only method I have found effective to allow a full render in this software with no
additional issues.
29. Week 3 Review
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
Next week, I am planning to go back to my digital art work and create a
wider variety of graphics that I will use in my merchandising. I will do this by
working on procreate on my iPad and focusing on one topic each day.
I think this week I have managed my time well as I was able to complete two
different renders one focusing on human and the other being object, this I
think has put me a step further in where I want to be, making up for my work
last week.
30. Week 4: 13th – 16th April
To have a slight change of working on EbSynth but still graphics focused, this week I am
going back to the ‘merchandise’ section of my work, mainly focusing on grouping the
different stickers into the categories I established in my planning mind map but more
specific and also realistic with time management.
• Tuesday: ‘Mental Wellbeing’ category – something on the line of commonly used chill pill
phrase, expand from then and take my creative route.
• Thursday: ‘Harry Potter’ category (be cautious of copyright more so due to it being such
a popular franchise) – this will be one of the larger aspects of the stickers as there is so
much content and inspiration on what I can create.
• Friday:
31. With this graphic, I pulled inspiration from the phrase ‘take
a chill pill’ and made it into a graphic. To start I drew out
the outline of the pillbox using a small thickness pen so
that it will stand out as the strip will be white and I will also
be incorporating pink into this design also.
The next step I carried out was drawing in the strip for
which the phrase will be written as well as outlining the
individual pills. When drawing the pills I added them as an
extra layer (separate from the pill box layer) as when I am
filling the background in the pills will overlay meaning all
pixels will be filled.
• Something that makes this graphic appealing is the colour palette, throughout my graphics
and other work, I am trying to incorporate bright colours (specifically more on the warm
toned side = pink, reds, oranges, yellows etc)
• Another feature that I like about this graphic is that I have changed the opacity of the brush
when filling the background layer in, this has allowed me to create this ‘plastic’ looking case
instead of it just being filled in with white so as a result helping it stand out among the other
graphics I have created/am creating.
• If I were to make improvements on this graphic, something I would have changed is
outlining the phrase ‘chill pills’ in black which will help it stand out in the image.
32. In this graphic, I am carrying on the mental
wellbeing category but instead of a pills tube
this time I created a serum bottle
For this graphic, I decided to
have main colour be yellow as it
interprets happiness and joy
which then links back with the
idea of ‘self love’.
For the text in this
graphic, it is using a
different font than my
chill pills graphic as this
one is more thin and
very much showing that
handwritten style (an in
between point for sans-
serif and serif)
33. With this graphic, it is very much resembling a Venn diagram
however it is incorporating the emotions of happiness and sadness,
tying into the ‘mental wellbeing’ category that I have created for my
sticker merchandise. The inspiration behind this design is very much
mixed emotions and could interpret how people perceive feelings.
34.
35. In this colour palette I am using the analogous colour
palette that is focusing on warmer toned colours and I
palette/scheme I have established earlier on in my
production (week 2)
37. In these screenshots, you can see the development of a ‘potion drawing’
inspired by the Harry Potter book series.
The first step I carried out when drawing this object was the basic outline
as well as the banner in which the text will be written which will give me an
idea of the composition of how I am going to lay out my text. The idea
around this graphic is following off of stained glass inspiration and so I am
incorporating it into this design.
38. Keeping on theme with the
more warm toned colours
and bright as well as keeping
it similar to the inspiration
being the iconic symbol
associated with Harry Potter.
39. Week 4 Review:
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
Next week I am planning to carry out more Ebsynth renders, this time focusing more on the
shoe work as they are a large focus on my work, and will also tie into the sticker work I
created with my digital art aspects.
This week, I think my time has managed well due to me being able to create a range of
stickers for the different categories I was focusing on. Even though we were notified of a
change in schedule, this hasn’t massively effected my production plan as by the time we
have the cut-off point all my production work should be completed.
40. Week 5: 20th – 23rd April
This week I am going back to EbSynth but focusing on the shoe
videos, which will link into my graphics that I created early on in
production (showing both ‘print’ and ‘video’)
• Tuesday: Exporting videos into png sequences through
Premiere
• Thursday:
• Friday:
41. Time Management Update
Due to me recently starting a
new job this has affected my
availability and also meant I
have had to make adjustments
to my schedule to avoid
production during my working
hours. Shown on the left is an
example of what me week-week
calendar will look like as of the
19th April. Due to the shifts
being varied, this does mean
that I do have free time to carry
out production and from this
week onwards instead of doing
heavy production such as a
whole Ebsynth unit, instead I will
be going back through
production and potentially
previous PowerPoints improving
and adding on to ensure I have
everything in my documents
such as little details that I may
have missed first time round.
42. Having multiple rotoscoped keyframes for a single video
• Why do this?
• How would it be different if I didn’t do this for the video?
• The main reason as to why I have rotoscoped multiple keyframes is so
that the flow of movement works better in the video, if I was to have only
rotoscoped one keyframe, it would most likely overlap too much and cause
a disruption in the footage, not giving it that animated feel I am after.
43. When having multiple keyframes in a render this can take a longer
time as in the screenshot shown above for this example there is 3
‘synths’ for each rotoscope keyframe I have created
Why is it sometimes more ideal to have multiple rotoscoped keyframes?
The reason as to why in some of my examples I have chosen to use multiple keyframes is to have the final result be as smooth
as possible. Unlike the fruits video I created, there is more motion especially with the shoes so if I only chose to have one
keyframe, most likely, the final result would be choppy.
44. Week 5 Review
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
Next week, I am going to be incorporating some After Effects work with animated title
screens, this will be because I do have past experience using the software and so I already
am aware of the tools and how some features work in the software.
For this week, I don’t believe my time management was bad as I was able to create a
smooth animation within Eb Synth which links to my theme for my project and has also
showed me what I need to be careful of in my later renders.
45. Week 6: 27th – 30th April
To have a change from digital art (EbSynth + graphic design), to add more to my project
(classing as ‘additional production) I am wanting to create some title cards which will appear
at the beginning of my EbSynth videos, linking those together and also showing a different
form of media as well as my skills from editing in After Effects which I already have
experience in.
• Tuesday: This day will mainly be me looking at tutorials on different text effects and then
from that making a note of which ones I not only like, but ones I find would be suitable for
my project.
• Thursday: melting text effect, butterfly swipe across effect, ghost text effect and so on.
• Friday: rendering projects through media encoder and uploading through YouTube.
46. Creating and finding (sourcing) overlays:
To add more style and to help tie in the text effects with the graphic and EbSynth work I have already created
throughout production, adding in a variety of overlays helps complex the edit but also add another dimension to
work in after effects.
When it comes to overlays there is generally two ways to approach them; you can find some online (most
commonly found through video editors on YouTube) and then download them through typically Mega which can
then be downloaded to my desktop or there is the option of creating a custom overlay most often within After
Effects on top of the footage (these are best if there is a lot of moving footage and you are wanting it to be more
3D/Realistic – for example having a wrap around on a person making them stand out) however due to what I am
creating and it being more ‘object focused’ my approach will be sourcing overlays through the internet and video
editors.
47. The first step I carried out when
starting a new project is the
composition settings.
The composition settings I used
for width and height is 1920 by
1080 being the standard
YouTube settings.
In terms of timeframe for each
video, I set it to 5 seconds, this
can be adjusted however if I want
a longer or smaller clip.
48. Once I've created
my composition, the
step I carried out
was including the
text, I will be
changing the way in
which this looks
before I pre-
compose however
this will help me
when time
remapping the
butterfly so that it
doesn’t clash.
49. The next step I carried out is
importing the butterfly (which links
back to the butterfly ‘merchandise’
and rotoscope work I have already
completed). However with this
overlay, there is the green screen
background which I will need to
remove in order to see the text.
Another step I need to carry out is
the time remapping so that the
butterfly has passed the screen
before the end of the video.
50. After time remapping the overlay, I then pre-compose the single
clip so that when I add in effects and other changes, it wont alter
the settings I have added.
51. After pre-composing the clip, I then want to be
going into the ’effects and pre sets’ tab and look up
key light under keying which I will then apply to the
butterfly clip.
52. Using the graph editor in After Effects
One thing that can change transitions and alter the way in which video/text transitions is by using the
graph editor tool to adjust speed/value/…
55. Week 6 Review
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
• Next week as it is my last week on production my focus for next
week will be going back into any of my previous production
work and adding any last finishing, make improvements and so
on.
56. Week 7: 4th May – 7th May
With this being the last week focused on production, my aim is to finish off
any products that are left but also I want to be going back into what I have
previously done and make improvements (whether that is to change colours
of certain graphics due to me finding a more specific colour palette or
defining outlines, and potentially adding parts off to round up a section as I
don’t think I've done a substantial amount.
• Tuesday: Graphics and Product Design
• Thursday: Video Work
• Friday: Mass upload, double check quality
57. Making improvements so that my graphics fit my colour palette/scheme (analogous)
When going back and looking at my work and seeing how they connect/link to each other I noticed that
some of them were standing out more but in the way that they didn’t exactly fit with anything else. So
from making this point, I made the creative decision to go back into some of my graphics and make
small altercations which would have the graphics more connected with others.
In this example I am showing the newer versions of the Jordan's logo I created back in the earlier
stages of production when my colour palette wasn’t exactly crystal clear.
58. Here are some examples of products that I have ‘created’ to sell along with the graphics. As a large
portion of my work is merchandise and advertising focused, including products that correlate with the
graphic is a great way to tie them in together.
59. Week 7 Review
• What am I planning to do next week? How will I do this?
• Do I feel I have managed my time well? Do I need to dedicate more to one aspect or is it
the opposite and I have spent more time than needed.
Next week as I am finished with production, I will be focusing on evaluation
and any last last minute touch ups that will help my final result.