Last week we learned about color and how to use it for digital art effectively. We first learned about the two main color models, the additive, or light color model, and the subtractive, or pigment color model. The additive color model consists of red, green, and blue as it's primary colors and is used for projected works such as film or computer screens. The subtractive color model has the primary colors of cyan, magenta, and yellow, and is used for printed works such as brochures and magazines. Along with that we learned about secondary colors, which are formed by mixing equal amounts of primary colors. The secondary colors formed by mixing the primary colors of the additive color model form the primary colors of the subtractive color model and vice versa. Besides the two color models, we also learned about the color wheel, which includes all of the colors and is laid out in a way in which colors are related. The color wheel shows color relationships such as analogous, complimentary, split complimentary, and others. It also shows color harmonies such as warm and cool colors which invoke feelings in the viewer. Knowing what colors are used for we can now effectively choose colors for our works and know why the colors we choose look good for it. From additional research I have found out that color television has greatly changed the viewing experience for viewers and also caused mental changes. Studies show that before color television existed people often had monochrome dreams and that some people even today still have monochrome dreams who have watched significant amounts of black and white television. I didn't know this before and I'm glad we learned about color because it made me think about what television was like before it was able to be broadcasted in color.
Main Points:
Citations: lwww.earlytelevision.org/color.html and http://www.telegraph.co.uk
0 Comments
It is only the end of first week of the second quarter and we've already learned several ways to make images more interesting and pleasing to the viewer. The use of perspective, the rule of thirds, the rule of odds, simplification, and negative space can all enhance an image to be so much more than just any ordinary image. Using the rule of thirds can help create a focus point for an image by lining up what you want the viewer to look at with the lines of a 3D grid on an image. The intersections of the lines are the main focus points, instead of the center which most people would think. The lines themselves also create horizontal and vertical areas where objects can lie in an image for extra emphasis while keeping the image simple. The rule of odds can also be used to keep an image simple and create a focus point for it by including an odd number of items in the image (optimally 3). With only 3 items in the image the viewer's eye can either move from one to another and back or focus on only one item if emphasis is placed on it. Simplification and negative space obviously help make an image interesting because with less to look at there is more to focus on; if an image is simple it is more pleasing. Perspective can also be used to make an object in an image more interesting. For example, animals are typically more interesting when at ground level because it shows off the full animal instead of just what is seen from higher angles. In class we practiced understanding how to use these rules and techniques by finding images that used them effectively and explaining how they did so. I enjoyed doing this because we got to use images from games and that made me think about how games I've played have used these rules. It turned out more games than I thought actually use these rules and techniques when showing off the game, and people even use them when taking screenshots of the game.
Main Points:
|
AuthorMy name is Andrew Prichard and the this is my first digital arts class, I look forward to a good year with lots of hard work. Archives
May 2021
Categories
All
Last updated 5/14/21
|