Whilst the concept of the film has changed dramatically. The visual identity of my work has remained true so far, the following works are some of the visual inspiration for my project. The reasons I have chosen these artists in particular is because of their use of colour, saturation and readability. Each use colour to evoke a strong sense of character and emotion to the settings, whilst usually retaining a rather simple graphic design (Perhaps except for Ian mcque with his fantastically designed craft with wonderfully detailed and complicated contraption). My original idea was to embrace some over saturated colour palettes, which fit the first story idea I had. Over time I’ve had to shift away from this to better tell the new concept, but the same laws and rules still govern the art direction.
The focus remains on blocky forms with a painterly aesthetic. Simple shapes that read well with a 2d aesthetic retained within the 3d models. The way I am choosing to achieve this is the way in which the materials are textured and how the textures mix with displacement maps as well as the overall form of the models themselves. The word low poly gets thrown around often and it’s true that I am trying to achieve this ‘feel to the work, I am not creating low poly assets in particular but rather imitating the shading technique it creates.