project proposal had to re do this because i had changed my final half way through the project
so there where some things that did not mask sense when going through it.
mood boards
there was not that many problems was more of the fact of finding the wright evidence to put on there and having to add more stuff when i changed.
initial ideas
problems was having to re do my whole ideas page become of it not masking seance with my final ideas and my resurtch
history of masks
this one took the longest to do and was very annoying trying to find the right people that made masks and getting all the evidence to support it.
Monday, 11 July 2016
Friday, 27 May 2016
evaluation
Evaluation of final project
For my Fmp project i decided to make a mask based on Roman and Venetian influences. The reason why i wanted to make a mask was because i really liked the way they just looked so cool, how they looked on someone face and not knowing who they where or what they where, i also really liked the many types of masks there were in real life and in games and films that i could use as reference for my own mask.
For my own reference I looked mostly at games and real life masks from games such as Dishonerd and zelda aswell as a range of real life masks based on different cultures.
It was useful because i could find out what different shapes and sizes of mask there where there in world and how they are used in there day to day lives like in Africa they still use mask in there ceremony it tradition,
The way it affected my work was when i was doing my designs i was looking at Greek masks and wanted to do something Greek but i could not get the wings right was annoying so i gave up,
it helped me because i was having trouble with size and topology so when looking at makes people had done helped with the shape of the head as well.
What inspired me the most was the masks in games i just found them really cool to look at, the one mask that gave me the most was Corves mask from Dishonored, its made of metal and brass and its all Steam-Punky and very creepy. Another was the raider mask from Fallout 4 which was just a bag with a tube in it but reminded me of leather face.
Another influence was the mask from Hitman contracts, where you have to sneak in to a party.
For Corves mask they made the mask out of metal with brass tubes in the mouth and copper in the eyes which made them shiny. With the raider, its just a bag, so its dull and brown, its all scratched as well so they used cross-hatch on the bag and put the detail in mud box.
When making my mask i wanted to come up with something creepy, so i used the smudge tool in Photoshop to create smoky eyes and put shadows under the eyes as well to make it look gaunt and sunken.
Over the course of this project i had come across some problems
One of the problems was trying to come up with one single idea, i found myself flitting form one thing to another and not staying consistent to my proposal. I was going to do a mask based of a country like Africa or China, but i had other ideas and then changed them to a more sci fi mask and had a full final mask idea ready, But i then looked at renaissance masks from Italy and changed it from a full face mask to a half face mask that you could wear to a ball.
Another problem i encountered was that i was struggling to find reference on artists and what they worked on, but i looked really hard and eventfully i found were 5 people that represented what i wanted to achieve in my project and i also found some really good images as well.
First i wanted to make a physical mask that you could wear, but i used clay and it took ages to make, and had problems but in the end it fell apart because it dyed out to much as i couldn't fire it.
My work changed throughout the project a lot, i did a lot of experiments, which helped me to understand what i didn't want to do but i still struggled with what i did want to do. First I wanted to do a 2D mask on Photoshop, but found it hard to get the topology right so then attempted to do a 3D mask on Mudbox. It was a big change to go from 2D to 3D but i also found it fun as well.
I would like to of looked at more real life masks form other country's, I did look at some like Africa and Japan but not that many. There are probably loads of masks out there i just was having trouble to find it, another one was artist as well there was only a few that i looked at but that was just in rush to find some. Some of the visual language elements i used were looking at some different shapes and colours for my mask because people have different head-shapes and colour preferences so I wanted to see what people liked as well as.
The meaning in my designs was to convey a simple style that wasnt too complicated but fun to wear, so with my final it was just black and white. I did try colour but because of my colour blindness i really struggled to get the colours to look right.
I am kind of happy with my final piece, i feel like i could of done better with it and just checked the UV's a bit more and not taken so long on the head and having to restart all the time but i feel like its come out ok and look better as it also look very mechanical, which relates to my reference of being Steam-Punky.
What i really like with some of my Mud box experiments is i think i did really well with modelling the eyes and i really enjoyed this process. It was really fun to make.
I would of changed in my design workflow the making of the head, this i felt was as a waste of time and kept me from doing the mask and spending time on it more.
I learned a lot in this project like how to UV and to transfer map my textures onto my work was hard to do but i feel like that can help me later on in my career,
Its important to understand what i did right and wrong if i just did things right i would not really learn anything new so was important to understand what is needed to do things right.
I feel like i could of done better with this assignment i did well at the start but i just got to distracted and took to much time off due to personal matters.
There where lots of mistakes i made like having to re do my head three times and breaking my Mudbox with over 3,000 polys, I had to reduce the amount of Poly's using the levels and this helped to fix the problem.
Some of my drawings did not go to plan as well. I found it really hard to get the shading right and found it difficult to get a good standard.
The classroom activates I did helped was using clay, this was fun because i did use it after all to make a mask.
Problems i encountered were when having so may poly,s in my mud box piece and MAYA did not open so i had to revert back to my low poly model another was when doing my head i could not do the ears so i just restarted the head. |My tutor Simon helped me to sculpt my own head so that i could more easily build my mask off of this. This helped as I struggled to create my own mudbox head.
Overall I felt that I did ok, I could have managed time better and up dated the blog more so that i would not get behind like i did and then i wouldn't have felt so rushed at the end. I like my concept of my mask and i am fairly pleased with my Mudbox model though i am not happy with my Maya model. This was because i found the tools hard to remember and struggled to remember the user interface.
For my Fmp project i decided to make a mask based on Roman and Venetian influences. The reason why i wanted to make a mask was because i really liked the way they just looked so cool, how they looked on someone face and not knowing who they where or what they where, i also really liked the many types of masks there were in real life and in games and films that i could use as reference for my own mask.
For my own reference I looked mostly at games and real life masks from games such as Dishonerd and zelda aswell as a range of real life masks based on different cultures.
It was useful because i could find out what different shapes and sizes of mask there where there in world and how they are used in there day to day lives like in Africa they still use mask in there ceremony it tradition,
The way it affected my work was when i was doing my designs i was looking at Greek masks and wanted to do something Greek but i could not get the wings right was annoying so i gave up,
it helped me because i was having trouble with size and topology so when looking at makes people had done helped with the shape of the head as well.
What inspired me the most was the masks in games i just found them really cool to look at, the one mask that gave me the most was Corves mask from Dishonored, its made of metal and brass and its all Steam-Punky and very creepy. Another was the raider mask from Fallout 4 which was just a bag with a tube in it but reminded me of leather face.
Another influence was the mask from Hitman contracts, where you have to sneak in to a party.
For Corves mask they made the mask out of metal with brass tubes in the mouth and copper in the eyes which made them shiny. With the raider, its just a bag, so its dull and brown, its all scratched as well so they used cross-hatch on the bag and put the detail in mud box.
When making my mask i wanted to come up with something creepy, so i used the smudge tool in Photoshop to create smoky eyes and put shadows under the eyes as well to make it look gaunt and sunken.
Over the course of this project i had come across some problems
One of the problems was trying to come up with one single idea, i found myself flitting form one thing to another and not staying consistent to my proposal. I was going to do a mask based of a country like Africa or China, but i had other ideas and then changed them to a more sci fi mask and had a full final mask idea ready, But i then looked at renaissance masks from Italy and changed it from a full face mask to a half face mask that you could wear to a ball.
Another problem i encountered was that i was struggling to find reference on artists and what they worked on, but i looked really hard and eventfully i found were 5 people that represented what i wanted to achieve in my project and i also found some really good images as well.
First i wanted to make a physical mask that you could wear, but i used clay and it took ages to make, and had problems but in the end it fell apart because it dyed out to much as i couldn't fire it.
My work changed throughout the project a lot, i did a lot of experiments, which helped me to understand what i didn't want to do but i still struggled with what i did want to do. First I wanted to do a 2D mask on Photoshop, but found it hard to get the topology right so then attempted to do a 3D mask on Mudbox. It was a big change to go from 2D to 3D but i also found it fun as well.
I would like to of looked at more real life masks form other country's, I did look at some like Africa and Japan but not that many. There are probably loads of masks out there i just was having trouble to find it, another one was artist as well there was only a few that i looked at but that was just in rush to find some. Some of the visual language elements i used were looking at some different shapes and colours for my mask because people have different head-shapes and colour preferences so I wanted to see what people liked as well as.
The meaning in my designs was to convey a simple style that wasnt too complicated but fun to wear, so with my final it was just black and white. I did try colour but because of my colour blindness i really struggled to get the colours to look right.
I am kind of happy with my final piece, i feel like i could of done better with it and just checked the UV's a bit more and not taken so long on the head and having to restart all the time but i feel like its come out ok and look better as it also look very mechanical, which relates to my reference of being Steam-Punky.
What i really like with some of my Mud box experiments is i think i did really well with modelling the eyes and i really enjoyed this process. It was really fun to make.
I would of changed in my design workflow the making of the head, this i felt was as a waste of time and kept me from doing the mask and spending time on it more.
I learned a lot in this project like how to UV and to transfer map my textures onto my work was hard to do but i feel like that can help me later on in my career,
Its important to understand what i did right and wrong if i just did things right i would not really learn anything new so was important to understand what is needed to do things right.
I feel like i could of done better with this assignment i did well at the start but i just got to distracted and took to much time off due to personal matters.
There where lots of mistakes i made like having to re do my head three times and breaking my Mudbox with over 3,000 polys, I had to reduce the amount of Poly's using the levels and this helped to fix the problem.
Some of my drawings did not go to plan as well. I found it really hard to get the shading right and found it difficult to get a good standard.
The classroom activates I did helped was using clay, this was fun because i did use it after all to make a mask.
Problems i encountered were when having so may poly,s in my mud box piece and MAYA did not open so i had to revert back to my low poly model another was when doing my head i could not do the ears so i just restarted the head. |My tutor Simon helped me to sculpt my own head so that i could more easily build my mask off of this. This helped as I struggled to create my own mudbox head.
Overall I felt that I did ok, I could have managed time better and up dated the blog more so that i would not get behind like i did and then i wouldn't have felt so rushed at the end. I like my concept of my mask and i am fairly pleased with my Mudbox model though i am not happy with my Maya model. This was because i found the tools hard to remember and struggled to remember the user interface.
layout of fmp
final mask mud box/Maya
This is my final Piece i am doing a mask that will be black and white with fine detailed on one side and old and cracked on the other, i started out by taking photos of my own head reason was so i could have the mask be put onto something rather than than have it floating in mid air,i i wanted a face that was a decent size to sculpt because i am not doing a head its only there for the mask to sit on,so i decided on my own i took photos of the front and the side but had to re do them because the y where not lining up with the pr set head on mud box and had started to model by that point,
the second set of head shots where good and put them into Photoshop to match them together so the side will be the same on the models head as well saved both as an jpeg file and put them into mud box, to make sure i could see both sides of the head i put them into the camera so it could be overlapped with head mesh so i could see both then saved them to the camera book marks saved me having to go back and forth just click on one picture,
when that was done i started to get the head shape and nose lined with the photo the reason i decided to use a photo would be easier than having to keep looking at reference images and going back and doing it free hand.
The problems when doing this modeling was that it was not changing on some of the other cameras and the side head was facing the other way way to the photo so i had to swap them around, i had to start from scratch with the head because i came to do the ear and the model was not in line with the photo so when i was trying to make the ear i had the tool set to the x axis so it would do the same to the other side of the head but was higher that the other ear and was messing it up so i had to restart.
when the head was done i ported it over to Maya and started to work on the mask because the topology was good on the head it helped with good it helped with where the mask had to go on the
face how far up the eyes and on the nose.
but in the end i had to do my mask again because i had destroyed the computer because i had put so may poly in my model it was just crashing my work i reverted back to a lo poly mesh and textured mapped my work in Photoshop and with help from my teacher got it to a better stranded of work
This is the Mudbox head that i made. |
This is the Mudbox head that my Tutor Simon made based on my head, to help me model my mask onto my face. |
This is the start of modelling my mask onto my face model by Simon. |
this is the uv that Chris helped with an showed me haw to do |
Add caption |
the mask i had help from Chris on how to texture map he went over the bumps lightly wanting me to go over them on the other side |
Thursday, 26 May 2016
artist on masks
What I see about his work is that he is very
expressive with his facile expressions and that he has made so many different kinds
of masks from people to animals. What is cool is the detail he has put into the
masks from the eyes to the wrinkles. He has got some masks on and some
are very terrifying to look at. The ones with the big noses and sagging cheeks are not very nice to look at.
The way he does the masks is interesting because he uses clay that does not dry or shrink like clean clay or oil based clay so he does not worry if he makes a mistake, The tools he uses are a prop head to make the masks that he sculpts normally,
The way he does the masks is interesting because he uses clay that does not dry or shrink like clean clay or oil based clay so he does not worry if he makes a mistake, The tools he uses are a prop head to make the masks that he sculpts normally,
He uses weird tools like butter knives and spoons toothpicks as well as the normal tools.
For form he sculpts in normal light with some shadows and highlights so he knows what they will look like when its warn on a person.
What is nice about the masks are that they look normal buts some are but some are different with tone.
i do not think he really has a meaning to the masks he does them for shows and plays
so they are more comical and scary not like the real human looks that we would pull
more stretched and warped looks
one thing i like is the way he does the nose they just kind of creep me out a little bit they are not normal,
it relates to my project because i am doing a mask and it can be used in a play or a film
because i think is very one of a kind piece and looking at some of his work can be seen on my mask as well
African masks
Peggy bjerkan Date 26/5/16 http://www.maskwoman.com/
mask maker
From looking the masks she makes they are very creepy with all the weard shapes that come of the face and the and the head she uses more abstract shapes in her work to make it stand out more
she uses ceramic and brass to make her masks and the shapes she makes is very unique to her style of art and its very unnerving to look at.
she uses very flat tone and colours like greens and lights greys and some pastel as well the shading is there but you have to look very closely to see it from what i saw,
she wants you to look at the details and the sections of the mask that look odd so looking at the mask on her home screen on her website she wants focuses on the arms that are growing out of the head what i like about here work is just how creepy it looks with the eyes looking in different places and the odd limbs going out of the head
it relates to my project because i have done some odd stuff to my eyes it has no eyes in the mask just a cover with spires where the eyes should be i wanted to make something look odd like it should not off been there on the mask so i went with the eyes
Jeff semmerling 27/5/16 http://www.jeffsemmerling.com/
looking at his work he likes to make birds and animals they are for pays and workshops he does with kids, he is very creative with his masks utilising the persons head shape and colour to bring the mask to life
the materials he uses is leather and and other materials to shape the mask and for the details he likes to use feathers and rubber they are very shiny when you look at them have very nice glow.
each mask is made for the most comfort and fit he custom fits piece of fine leather to shape so he gaets the face shape so it suits the wearer he treated it to have it last longer and details like painting,embossing and feathers and jewels
he has vet good form with his masks he makes the fit to the person and takes great care with them , there is not that much shading in the mask of just a flat tone to the mask the textures are really nice they look real but some look abut plastic.
what he wants you to look at is the detail on the mask make you take it all in as a one piece of art he wants you to feel like you want the mask you are the mask draw your eyes over the deayle the feathers the jewels.
i like the leaf mask reminds me of Canada how he utilises the dead shape as well i like how well they are made to the best final quality and how he put so much are into his work, i also like unique his work is as well all the different shapes of the masks.
it does not relate to my work as per say its more how he has put de tale into his work that about all
picaso
Date
27/5/16
what i see with his work i that he is very abstract with is work very block shapes and lines he likes to use shading with his work as well he has a very African vibe as well with the browns and blacks together, he as very odd shapes as well and curves all in one picture.
he uses a lot of pastille work and blends the colours together to get a smudged look with very thick lines its big and bold stands out does not represent a person as well its all distorted and warped and twisted. he uses lot of dark colours and blends into each other i uses liners and shapes to bring the image out of the canvas your looking at,
he uses a lot of the canvas he and fills up the space
he uses abstract work and the shapes are al lover the place I dont really know hat is going in the pictures but he is trying to portray what he has seen in Africa i like how bold he has made the lines thick its to make it stand out from the picture and be bold
he uses a lot of the canvas he and fills up the space
he uses abstract work and the shapes are al lover the place I dont really know hat is going in the pictures but he is trying to portray what he has seen in Africa i like how bold he has made the lines thick its to make it stand out from the picture and be bold
does not relate to my work its i have not done a 2d image mine is 3d
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