I'm wondering if any of you have any opinions on things to look for in silhouette or shape design. I think a lot of artists just focus on the design of the positive and negatives flats and curves and how they inform the aesthetic of something.
I'm wondering if there are any patterns, rules or cannons, realted to demographics, styles, or genres of games (hard surface organic, Japanese, western, gritty, cartoony).
Or perhaps its just completely subjective and up to the artist to make a judgment call.
Anyone have any thoughts on this?
Replies
This, this, always this. Just like anything else in art!
Does it communicate what it's supposed to? If so, it's the right choice.
However, ways of thinking about problems can aid in this There are no rules, but there are interesting guidelines which can shape your thoughts about objectifying, and memorizing and communicating things.
So don't think I'm searching for a solution, just opinions out of curiosity
It's has much less to do with style, and more about 'reading' the character WITH the style you wish to portray it. Your character needs certain elements in the silhouette department that aren't all about 'style' or how you want it to look, but more on WHAT you can do to change that look from the distance.
Basically, to put it out, can your character have their 'presence' put into silhouette form? What about posing? Again, the perfect example is TF2, since even with the same poses the characters would stand out from each other.
I would say this is the perfect page to get started on the subject matter:
http://dresdencodak.tumblr.com/page/5
This is also a great example:
[FONT=Arial, Helvetica, sans-serif]Silhouette // See the design as a whole, not as individual parts. Does it have interesting cuts (ins, outs)? When you squint, can you still tell what it is? In the graphic below, I realized I'd missed an opportunity to convey info and improve sihouette value by not showing the outline of a robot's clawed hand. [/FONT]
From: http://www.autodestruct.com/thumbwar.htm
Also: [ame]http://www.youtube.com/watch?v=3-OHuBV9WEY[/ame]
and
http://youtu.be/4yKxY0KKrak
Also when designing for 3d art never forget to consider how it will read in the round. I find a lot of people to hyper focus on the orthographic views and lose legability at more obscure angles. Just because it works on paper doesn't mean it works in 3D, small design changes can make big differences in legibility.
[ame]http://www.youtube.com/watch?v=1YWpBiREKsg[/ame]
And your point is understood and respected. We are dealing with a visual language here, not a spoken one. Especially at the abstract level of the silhouette.
I know I'm talking a lot, but I'm trying to back it up with some visuals .
Please don't hesitate to post more if anything comes to mind. This is great stuff.
BTW your post reminded me of the images below. Which I think back up the point that you want to take into consideration WHAT your saying, not just that it "feels" right. Its good to back up your readability to with conceptual relevance once the viewer moves beyond that first read.
more here: http://ama-zing-arts.blogspot.com/2008/05/shadow-art-from-trash.html