Design Principles_Task 3_Design
Week 6-7
Jessica Tjoe / 0361482
Design Principles/ BDCM/ Institute of Innovation and Technology
Task 3 - Design
Instructions
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Task 3
For this task we are supposed to create a design based on the previous
task. A design based on what you learned from the principles and the U.N.
SDG.
The initial sketch originated from the idea of a gaming aquarium by
Dr.Charles on one of his genshin impact live streams, when I showed it to
him, he gave me the challenge of doubling down and create a terrarium. The
subject in this terrarium was my good friend Elysa Wee Qi En. I created the
terrarium based on her love for genshin impact and the fact that she
mentioned that she doesn't touch grass which is another way to say "go out
of her house".
sketch stage
Lucid dreaming is when the dreamer takes control of the dream and in this case
Elysa dreams of not going outside and playing genshin impact all day, its
visualized in the fact that the other side is filled with lucious greenery
like the game, while her side is quite literally gravel. This symbolizes the
inside while the grass symbolizes the outside.
rough color stage
This is when I filled in the colour to get an idea of what the final result
will look like.
line art and clean up stage
After that I lined up the cube and tidied the coloring of the elements in the
terrarium.
Once that was done I created several multiply layers in an attempt to shade
and render it but not before I proceeded to separate layers like tomorrow was
the end of the world. It was a pain in the neck yes, but it was something i
was willing to endure for the sake of being able to move this thing into
live2d cubism.
The grey layer behind the whole image is to have a better look at spots that
were nye impossible to see without it. And there were actually a lot of blank
spots I missed on Kaveh because of how similar his outfit's colour is to the
background. Once that was done I made a multiply layer and used a lighter grey
to shade the whole thing.
Soon after I proceeded to save this file as a .psd file. Now there is a reason
for this and its because Live2d cubism works best with PSD files, though you
could attempt to use a different file format PSD is the one recommended the
most as it doesn't break the software. I have never tried the different
formats before and I don't plan to because I'm not willing to risk it.
Next I loaded the file into live2d. I had to create several new parameters
just for movement. Initially the plants were going to move as well but I got a
bit lazy. Nevermind I added it in anyway.
modelling screen in live2d
the following are all the parameters I had to make not a lot and the first 3
are defaults so I let them be.
After creating them I needed to make art meshes for each of the parts so
they have the ability to move freely how I want. I had different levels of
deformation which impacts each movement.
After that I opened the animation screen where I loaded in the file to the
timeline. Once I had everything it was super easy to animate it, as you can
see it is quite similar to adobe after effects. At some point in rage I had
once described this software as a over glorified AE puppet tool. I wasn't
kidding.
In order to animate this, I slid the slider to where I want the movements to
take place. And then I move the parameters to how I want the parts to move.
After that I exported everything as a gif.
Final result
Project's texture atlas
Who knew that I could submit a live2d animation as my final project. despite having to do things a bit last minute, I managed to pull through. And I learned how to animate in live2d just for this project.
Observation
I learnt a lot of things from this class from the principles and laws to visual analysis (the thing art curators do in exhibitions). But mainly I got the freedom to do what I wanted to and explore how I tackle those problems.
Experience
A lot of things I did was basically mess around and find out, turns out live2d is a lot like adobe after effects and a lot of the things were easy to operate. I personally have made 2 vtuber models in the past but I've never touched the animation screen up until now. This was a lot of fun, painful but a lot of fun.
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