#That stylised realism is a vibe
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ryanhavethsnapped · 1 year ago
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So I'm at a wings army and it's so weird the whole place is like, 40s to 60s us military themed, and they're playing 70s and 80s music, gurl pick an aesthetic
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moinsbienquekaworu · 2 years ago
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Calling it a night and I'm going to try and fall asleep before 2 in the morning
#and i want to ramble in the tags because eh i guess chatty mood#one thing i am quickly noticing looking at a few covers of spider-man & venom related stuff#is that the spider-man white-eyes design is so fucking cool actually#that's one thing that i am absolutely 100% on the comics side for#those white eyes just do Not look the same if they're not drawn in 2d#their design is so fun they feel so expressive#i feel like i did when i drew that like dozen of little bill ciphers making different faces#like i just unlocked a new thing you can do with your art and it's on my level and i need to try it out#i feel too sick for drawing though#when into the spiderverse came out and people were posting spidersonas i remember vaguely wanting to join in#but i feel like only now am i truly having the epiphany of how neat his suit looks#and i really do Not like the direction they took it in the movies#like the realism of it is kind of a turnoff for me#i like the way it looks in a 2d drawing but less the more realistic vibe of movies/recent video games#i love stylised shit!!!!! i love when stuff is stylised and works in ways that wouldn't necessarily work well irl!!!#i love the lack of texture and the textures you only get from a drawing#the fucking eyes...... i love those eyes#also i think i could be sold on the big pointy needle teeth venom has haha#i'm not too big into tonnes of teeth - two/four yeah i love vampires#but the mouthful of teeth was just a little too much for me at first#but the more i see it the less i find it yucky#i showed my friend a picture because i am incapable of being normal#and they were like oh he's so scary!!!#i got used to it personally and i just saw a style of vfx i'm not super fond of#ANYWAY. i love talking. if someone wants me to be background noise in vocal chat one day i love doing that#wow i have a ramble tag now
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peacemaker-ic · 5 months ago
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Apologies if you've already answered these questions, but I just wanted your general thoughts on InZoi. Are you going to play it? If you enjoy it, do you plan to move on from The Sims entirely? What are your thoughts on custom content for the game?
I have absolutely no interest whatsoever in InZoi. It gives me "NPC in GTA" vibes and I am not here for that. My favourite part of The Sims is building and creating, and although it has those features, they look meh to me (and i really don't want to talk about the AI tool). I love the stylisation of games like TS4 over realism, so definitely not my cup of tea
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wisteriagoesvroom · 9 months ago
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Re: suits, there are hundreds of different types of suits, but the most common cuts are british, american and italian. I could see Lando (aka would love to see) most likely in an italian cut (slim tailoring on trousers and jacket, unstructured shoulders, light cloth (not colour but fabric) also looks very nice with an open collar and no tie...). Typical big brand names here are Zegna, Armani or Attolini, I personally love Kiton and Brioni as well, but just googling itlian cut suits should show some good results.
For Oscar, I would adore a (for once) properly tailored brutish cut suit (higher waistline for the trousers, more structure in the shoulders, tapered waist, thicker fabrics). Maybe even make it a proper three-piece bc ever since the wetsuit pics from Australia, I think we all agree that those curves need to be shown more often. Examples here are Ted Baker, Dunhill and ofc everything Savile row.
Tho if we keep with the Mclaren sponsors, Reiss does some great work as well. There's a double-breasted tuxedo jacket in this year's collection that I would love to see Lando in (then again tuxedos are a whole nother topic ...)
This got very long and is probably not very helpful but I love infodumping about fashion lol <3
i know you were self conscious about writing at length about this but all i have to say is: yes. here is some additional photographic evidence from my POV;
lando in snazzy italian tailoring, but to take the stylised vector a bit further:
exhibit a: asymmetric waistcoat with steampunk details
exhibit b: italian but with a fun pattern
exhibit c: open collar a step further, he could so rock a 70s suit. also just really need him to rock the gucci glasses with some shiny loafers like he’s sooooo got that vibe. im thinking how bruno mars and harry styles wear that kind of suiting sometimes
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now to our elusive chanteuse f1 driver oscar jack. i feel like it’s, like what you described, about a classic style but with really fine details. good fabrics, simple cuts, plain colourways. below is pretty stylised but also this is rpf and it’s my playground and if we were claiming realism we should just put the rpf toys down full stop and i am not doing that!!
if taking a costume designer’s perspective too, there could be soooo much you could say with layering and pattern and contrast depending where we are in the story or plot. the idea of fic!oscar in a classic brit cut suit with tiny revealing details like a handkerchief (lando’s) or a button (a nod to a family member or a friend) is very dear to me.
the other option i like is a classic tux jacket with tails and crisp shirt and a a sky blue handkerchief, like idk that image also tickles me for some reason.
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anyway so i had been thinking about a tailor AU- *loud scuffling noise as i try to put wayward au ideas back in their box*
p.s. oscar in dunhill... like u were cooking but u especially cooked w that one....
and tagging the people who might be interested in this conversation i invite y’all to weigh in!! @cx-boxbox @kichona-s and @jusst-you-race
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lyriumheart · 7 months ago
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okay, vibing with the art style
it kinda reminds me of the later fable games. stylised realism.
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mishkakagehishka · 2 years ago
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yeah no fr you get it. i notice so many little things that just feel weird when games try to be too realistic. like modern fallout games? you immediately notice when character's mouths or animations are wonky. tbh i play far too few super-realistic-games to really point out any ones i have flaws with but like!
final fantasy! 15 is pretty realistic but still keeps that anime vibe. prompto's hair is a little silly but hey, its ff! and it fits in the world and doesn't feel off. kh? entirely silly. even in kingdom hearts 3 where there's a lot more like "high-def" textures and stuff, all the characters are so silly and anime-esque that it still just works.
hell i sometimes think ts2 has more polish and personality than ts4, and that came out in approx 2004...
idk man i love my silly anime games and my clunky/chunky/low-poly graphics. realism is fun as are pretty graphics but man. i can look past shitty graphics if the story and characters are fun and i have a reason to care. but if the graphics are slowing my device down and i can barely play? that's just a pain.
on that note why are assassin's creed games so fucking big. i had to dl over 100gb for ac: valhalla awhile ago. is this even necessary anymore...? ngl i like ac4's graphics more than the more modern games sometimes...
sorry im a little passionate abt games. oopsies. ily corks
No, but exactly, that's why i brought up ff. It has a dash of realism to it, but the charas look so stylised in the anime way despite that, that flaws don't jump out as much as they do in the RE engine, to me. I very much remember wonky hair being a thing despite the fact that i played one (1) 3D final fantasy entry, and that was years ago, but it never struck me as odd, because... it was stylised, and it could get explained as part of the style. When you aim for photorealism, even the most minor flaw registers as - a flaw, cannot be explained by saying "it's stylised".
And, yeah, real. I can't tell you for Valhalla or Odyssey - I don't own them and don't really have an urge to get them either (not in an elitist "it's not a proper ac game", but just a bit of a side-eyeing "i play ac for certain reasons, and odyssey and valhalla took a path that removed those reasons"), but from what I hear they have a fuckton of content. I think Origins also took so much to download, it was ridiculous.
(And same tho. I made tumblr bc i wanted to be insane ab elder scrolls somewhere, enstars just kinda took over. But i've always been a video game freak)
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radellama · 2 years ago
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9, 11, 18, 23, 26, and 31 for the game asks please
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9. A game you played completely blind with no prior knowledge of and enjoyed/loved
Recently it was the Hitman trilogy! I had never heard of it before and my friend just asked if I'd consider getting it cause she wanted to watch me play, and I HAD A LOT OF FUN! Usually I go in playing mostly blind when I pick up a new game, but sometimes I'll do a lil research to get an idea of the vibe and such
11. Do you prefer ‘blank slate’ main characters you make yourself or otherwise project onto, or characters with personality and backstory?
ACTUAL CHARACTERS ALL THE WAY!!!! I don't really understand the blank slate thing because it's... Not me. I can connect with characters more when they're their own people and I can start to understand THEM and how THEY establish themselves in the narrative, if they're just blank it feels lazy and like the developers expect me to do the work they should've been doing...
Like, tbh even the 'blank slate' characters (like link, Mario, chrono...) All have personality cause THEY DO THINGS I DON'T DO..? And I'm glad in loz and Mario that they've leaned more into the characters because like. It's better...
Like PERFECT example of that is re7 vs re8, Ethan was supposed to be a kinda blank slate but IT SUCKED because he HAD A PERSONALITY but it was BAD because they tried to make it a non personality so every time he actually said or did something it was somehow ALWAYS exactly what NO ONE would say and took players out of it. They seemed to have learnt from that cause he was more spunky in 8 AND I LOVE IT. IF HE SAYS OR DOES THINGS THAT *I* WOULDN'T PERSONALLY DO I CAN STILL ENJOY IT WITH A GRAIN OF SALT CAUSE THAT'S ETHAN WINTERS AND NOT ME!!!!!!!
18. A game location you really like
Any game that has a floating island LMAO. I really love how elegant and beautiful the kingdom of zeal is, it just blew my mind as a kid the first time I played.
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And skyloft just feels so comfy and chill...
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23. A “Wow” moment of awe
I gotta go with the moment when you first hear wind scene in chrono... When you first see the map for 600ad... It just felt so special and I knew I was going to enjoy it. It still gives me chills sometimes I really enjoy it
26. Realism or stylized?
STYLISED!!! I LOVE STYLISED SOOOO MUCHHHH!!! PIXEL ART AND LOW POLY AND ART STYLES MY BELOVED!! like look at wind waker with its toon style that STILL LOOKS AMAZING and even Skyward sword that was a kind of mesh of the ww toon style and the tp darker style and went for a vaguely impressionist style!!! IT'S SOOOO PRETTY!!! realism can be cool but like.. it immediately dates it. I don't think a video game can ever be perfectly realistic cause there will ALWAYS be limitations, and by trying to fight against it by striving for hyper realism just suckkkkkkkkssssssssssss. That's not to say I hate realism and will never enjoy it, but I really think games that have a stylised art direction and really lean into it stand on their own a lot better
31. Someone has never played a video game before but is open to trying any genre. What game would you recommend as their first?
Hmmm. Honestly I'd want to recommend something like Mario Galaxy or Spyro 2 because they demonstrate the kind of action and platforming game styles that are pretty easy to understand as a new gamer, but also in fun ways! It's hard to give a rec if someone has no experience and no preference, cause I like to base recs on people's tastes so I'd hopefully be recommending a good one lol, but I think if someone had never played anything before and played galaxy or s2 it'd be a good base to figure out what things are appealing without the games being too overwhelming, yknow?
Gaming asks
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camprell-art · 7 months ago
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Oh by original I meant YOUR original approach before your redraw- The original drawing YOU did I mean- Yes, I DO prefer the original designs, but that's...Kind of a given because of the fact one seeks out fanart regarding the game looks for different interpretations of the media they're familiar with-
And fine, I'll refer to "semi realism" instead then. Apologies for this, I generally use the "anime" as a branched term to describe more anatomically proportionate designs, yet stylised, versions of non humanistic characters- I'll use the terminology correct in the future.
Have a good day and well done with your art! :)
Oooooooh I see!
Sometimes I have some favorites too, that one "recent" redraw had its charm before, I would do it how I did some years ago, but I was like "I colored them so nicely, I don't want to ruin that by making it monochromatic" anfjahf
There's also the thing that I started going farther than what the game is, I call it "my canon" for this exact reason, so there will be things that are very close to the game and others that will be straight up insanity, and designs also got more complicate with references to real fashion or outfits, like how Mimi wears only dresses and skirts, she should give this 50s or 60s vibe (I fail at this because I love to draw exxagerated and old timey clothes), Dimentio is a mix between 18th century and that other era with that things in the neck that I forgot the name, and O'Chunks is based on a samurai! This is actually canon! So I gave him accessories that would look like something a samurai would wear, like the shoulder things, but also trying to keep the gladiator theme he clearly has.
Thank you for your comprehension and compliment! I hope I didnt misunderstood what you said again, I read it so many times you have no idea. X)
And I do understand the anime thing, I used to think the same, but as a person that liked manga and anime before, I saw a difference between some styles and the usual form of drawing something with the intention of looking like Asian animation and comics, simpler noses, big, big eyes, very thin lips or no lips at all, and sadly, not much diversity of faces and body types, it's basically always meant to be appealing and that's kinda lame... But of course, every "bad" thing has its good side, I can't say that anime inspired style, being it intentional or not, is ugly and unacceptable, a lot of art makes me amazed with all the details, artistic choices, lighting, beautiful eyes, great comporal and facial expressions, and a lot more! But I also have so much hatred for the genshin design pattern for pure "uuugh, this is so made just for marketing, why are these designs so damn complicated and they still don't communicate anything??" like, there IS art there, I won't lie, but what are those outfits???? Anfjahf
Sorry for all that text, I'm so passionate about art, I just can't shut up!
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the-far-bright-center · 14 days ago
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It’s a good point that you bring up about the Disney canon poaching from the EU, that’s been apparent even in things like Star Wars: Rebels fairly early on in the Disney era. So I didn't mean to imply that the Disney stuff was the first to cover certain topics – as you say, there’s quite a lot of crossover, even if done more ‘sneakily’. But once again, the difference is that the Expanded Universe was not canon on the same level as the Lucas films, whereas the Disney stuff is now trying to synthesise everything and claiming that everything they churn out, regardless of quality or whether it even respects the basic themes of the Lucas saga, is the ‘real’ canon of Star Wars. 
Regarding the ‘grimdark’ EU material, I realise that I’m not qualified to comment on specifics as I largely stayed away from post-RotJ stuff. But with the Prequels-era EU, I don’t really have an issue with this material being quite dark at times, as it’s in keeping with the Prequels’ own established themes. Perhaps you are referring to the overall ‘tone’ of these stories being more ‘gritty realism’ than the mythic space opera tone of the Lucas films, but to some degree that is inevitable with written material vs. visual material – after all, Lucas treats his films almost like silent films, focusing more on the interplay of cinematography and film score than on spoken dialogue, etc. Not to mention all the references to, and influences from, Old Hollywood films. There’s a decidedly old-fashioned tone to his work that is rarely captured in contemporary novel form; probably the only thing that comes close is Matthew Stover’s famous Revenge of the Sith novelisation. I’m presuming some of the EU material you are referring to has a more gritty vibe to it which contrasts with the more heightened and stylised tone of Lucas’ work. This is at least partly due to, as you say, the trend of the 90s and 2000s, though from what I recall this was a trend not just in the Star Wars Expanded Universe but throughout a great deal of post-modern speculative fiction in general.
Though if by ‘grimdark’ you are referring moreso to nihilistic themes and storylines, my feelings on this depend greatly on what ‘era’ of the Star Wars universe we are talking about. If it’s the pre-canon/pre-Prequels time period, then I actually don’t see that as being inherently at odds with the PT x OT saga. While I personally prefer the more mythic and stylised aspects of Star Wars to more ‘realistic’ takes, I don’t have an issue with exploring darker themes. And the repetitive cycles occurring at that stage actually make sense….something huge and dramatic needed to happen to ‘break’ those cycles, and that’s where Anakin as the Chosen One and the Skywalker saga comes in. That’s what breaks that cycle.
The only issue I see here is when it’s implied that the Skywalker family’s story had zero positive impact on the fate of the galaxy in the post-RotJ period…whether that be on a political, personal, or cosmic level. First of all, since the PT x OT saga is supposed to function as a myth, its outcome is not supposed to be ‘realistic’. And secondly, as a story about duality, the Original Trilogy has to have a happy ending with a lasting positive impact because we have already seen the tragic ending and destructive impact in the Prequels. The saga is all about duality and mirroring, so the apocalyptic destruction of the Prequels must be followed by restoration. THIS is where any kind of ‘grimdark’ perspective has to be dropped, when we’re talking about the ‘bigger picture’ of the story’s overall outcome. If the Prequels and the Original Trilogy are to function as the visual and thematic mirrors of one another as they were created to be, then there has to be at least some lasting positive outcome. There is absolutely nothing in the Lucas canon (aka, what we see on-screen in the six main films) to suggest that Luke and Leia would repeat the mistakes of the past. On the contrary, their milieu is completely different to that of their parents, and thus the implication is that they will succeed where their parents failed. Luke and Leia’s unequivocal heroism and success is in fact the vindication of Anakin and Padme’s forbidden love. Without that, there simply isn’t any point to the story. 
Frustratingly, some people seem to believe that the Skywalker saga is just a petty family drama with only a fleeting neutral or barely-positive impact on the individual members of said family, while insisting that the negative and dramatic impacts are felt galaxy-wide. That’s more or less the interpretation that Disney has gone with. But I completely disagree with that because the Skywalker family is established in the Prequels as being ‘the galaxy in microcosm’. That’s the whole reason why Anakin and Padme are essentially a Jungian/alchemical Union of Opposite with a cosmic love story. Their fates and galaxy’s fates are intertwined, and so this has to carry forward into the OT-era and beyond. Which is why I disagree with the notion that only the negative or destructive effects of the Skywalker family’s storyline would be what ‘lasts’. Anakin’s fate represents the galaxy’s fate, and he starts out the story enslaved and ends the story finally, finally freeing himself of his chains. To imply only the former part matters but not the latter? Now that’s a ‘grimdark’ view that, in my opinion, doesn’t align with the themes of the saga and has no place in this particular mythic story. The outcome of which should be transcendent.  ‘Love can ignite the stars’ is more akin to the concept of eucatastrope as described by Tolkien, rather than anything found in post-modern gritty fantasy. 
It’s also more in keeping with the comparative mythology analysis of Joseph Campbell, one of Lucas’ biggest mythopoeic influences: 
 “The happy ending of the fairy tale, the myth, and the divine comedy of the soul, is to be read, not as a contradiction, but as a transcendence of the universal tragedy of man.” — Joseph Campbell 
None of this is to say that there could never be any further ‘conflict’ in the galaxy later on down the line, just that it would need to be written in a way that didn’t negate the meaning or impact of the story that came before. There are plenty of potential ways of approaching the post-RotJ period, it’s just that the EU authors of the past and the present-day Disney creators haven’t cared enough to do so respectfully. They are simply writing ‘more’ for the sake of ‘more’. And from my (very cynical) standpoint, the only reason to make anything post-RotJ ‘bleak’ or ‘depressing’ or ‘repeating a never ending cycle’ is as an excuse to continue the franchise indefinitely and therefore continue to make more money.
Star Wars isn't a tragedy. Only the Prequels are. Disney (and most of tumblr it seems) may think all of Star Wars is supposed percieved in a sad or tragic manner, but it's not. Return of the Jedi is triumphant, redemptive, and uplifiting. It's the fairytale ending that bookends the greek tragedy. The combination of fall and then redemption of the human soul is the entire point.
Anakin is a tragic character, but the Skywalker saga itself NOT meant to be tragic, neither in its tone nor its actual outcome.
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canmom · 3 years ago
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talksprite art for VNs and VN-influenced games seems like quite an art. a lot of games seem to have perfectly competent rendering but very stiff, identical poses that strip away a lot of appeal.
the best ones I’ve seen recently are probably Jen Z’s portraits in Hades and Gigalithic’s portraits in Paradise Killer (possibly other artists? surprisingly hard to find out who drew these), which make full use of pose and stylised rendering to create something really beautiful and expressive in each case.
the PS3 sprites in Umineko are like... solid, in that they do a decent job of expressing each character’s vibe (the sneering and arrogant Ushiromiya adults certainly look the part); they’re in this very clean style of cel shading with some softened edges that honestly feels kind of sterile.
back when I wrote on Umineko years ago, I complained of sameface in the limited artistic vocabulary I had then - I don’t think that’s entirely true. certainly characters like Rudolf, Krauss, Kinzo, Hideyoshi, Gohda... take on a much more realism oriented design style, with the facial structure much clearer in the contour and shading...
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back then I thought of this as a gender thing, but it’s partly more of a youth thing: the younger you are the more stylised. compare for example Kumasawa (right) and Kanon (middle) in this picture:
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Kanon has that hyper-stylised pointed chin, and also heavily stylised zigzag hair highlights, whereas Kumasawa has a pretty realistic face profile following the shape of the jaw, and her cheekbones and the edges of her eyelids are drawn in to emphasise her age. (there is an illustration maxim that additional lines on a face tend to age a character, which I don’t think is universally true, but it is being used to that end here.)
anyway, regardless, you could certainly argue this doesn’t have the charm of the original super-deformed cel-shaded drawings of writer Ryukishi07...
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it’s wild thinking how my impression of the character would change compared to the PS3 sprites. here’s the same scene:
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interestingly, this does not seem to be the only attempt to clean up the Umineko talksprites. the Steam version features a different set, with this example offered of Kanon and Jessica on the product page:
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their version of Battler is distinctly shōjo love interest:
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Honestly not sure what I think of this version. I kind of like this take on Battler, but that Jessica is just a mess lol - the ziploc boobs thing on a blazer? just looks weird lol. and the ‘balance’ of the face seems all off. I’d be interested seeing their takes on some of the older characters like Krauss, Rudolf and Hideyoshi, because this is where the PS3 version seems strongest. (also very curious how Ryukishi07 drew those characters. probably there’s a wiki somewhere.)
anyway, from a technical using-this-in-a-game perspective, in the PS3/Umineko-Project version at least, each character generally has a small handful of poses - usually variants of the same structure, just redrawing a part, which no doubt saved work but weakens the impact of the individual portraits. on top of this they have animated lip flaps - each character has a set of mouths which can be scaled and placed over the relevant part of the face.
this is generally how simple ‘lip flap’ dialogue scenes are performed in anime: the key animator will draw the pose and often just one or two variant mouths, which will then be timed to dialogue once it’s recorded. generally you’ll try and keyframe in a few gestures or a cut to a different shot to break things up and avoid a static pose getting stale, but of course TV anime is the realm of low drawing count so sometimes this isn’t possible. because of this limited character animation, a great deal of weight is placed instead on the voice actor to convey the emotion of the scene. this is even more true in a visual novel.
this technique works best on characters with relatively flat faces. on a character like Hideyoshi, with pronounced nasolabial folds, it becomes much more noticeable that the rest of the face isn’t moving naturally, especially when the corners of the mouth move and the nasolabial fold doesn’t. still on the whole I think the effect works to anchor the voice acting in the scene without going to the impossible lengths of full character animation. however, it doesn’t have the immediate impact of the highly iconic symbolism-drenched poses of something like Hades - perhaps appropriate because these are just a bunch of rich assholes and not the Greek gods lol
one possibility i’d be curious about would be talksprites with short animated loops, akin to the character animation in projects like ENA. this is I guess a step towards the layered canned animations of game cutscenes with procedural animation systems, typical of Bioware games, but with a bit of 2D flair. anyway, back to reading, I still have so many thousands of screens to get through before I can consider resuming the liveblog...
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demonlandline · 3 years ago
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2 ) what’s your favorite thing about your style??
hmmmm, probably how detailed my art is. Like i always pack in a lot of little lines and textures and include a lot of small features which i think gives my art that kind of stylised realism vibe. Which like, as much as I like that about my art I do really struggle to simplify my art when i need to on occasion
artist asks
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skamamoroma · 5 years ago
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There are some people who say that OG s3 trailer wasn't realistic either, but I think it's still more realistic than skamfr s6 trailer, although I don't know how to explain it. The vibe is different.
No Skam Og trailer was realistic, for me. They are all hyper realised, stylised and designed to be that way because Julie loves a symbolic gesture, a metaphor and is a creative soul.
I have absolutely zero issue with artistic trailers. I love that stuff!!! I loved so many that came out over the years. Og Sana’s was glorious with the reversal and the lyrics of the song etc. Skam Esp s2’s was shot beautifully and was cheeky and suggestive but also innocent and youthful. Skam It s2 was an homage to the og s3 but made Italian with Un Uomo and the boys at the beach with their suncream. ETC.
So Skam Fr can go all out with the dramatics and cinematography and artistic choices. That’s fab!
Skam Fr has NEVER been the most realistic remake. If anything, it has consistently always been more cinematic, sitcom-esque and has always steered closer to drama for the sake of it than the rest or a slightly less realistic angle if they could capitalise on the cinematography or symbolism. That has ALWAYS been the case. I’ve said it for years now and have always championed every remake for being its own thing. I celebrate the differences, I don’t compare.
Everyone will have a preference. I also do! And Skam Fr has also made their approach work so well in their favour like with their s3. Their approach suited Lucas down to the ground and suited his story brilliantly and, for me, the slightly more dramatic style didn’t detract from the emotion and character arcs and storyline.
Sadly, s5 was a mess for me. There, the drama and the stylistic choices far far far outweighed what I enjoy Skam for and that’s the emotional character connection, the meaningful story with a well developed narrative etc. It was overly dramatic for me with too much focus on things that, in most respects, had no genuine impact or resolution etc like the car crash (still have zero clue what that was about). The acting was stellar, the cinematography was flawless... but for me it was a little like style over substance and lacked the v Skam -esque “show not tell” approach. It lost what I enjoy from Skam and sadly the themes which deserved the attention were drowned out for me. Many won’t agree which is absolutely fine!
So I think I err on the side of caution with Lola’s trailer because yes it’s visually stunning and impactful but it’s the content for me that will satisfy me and I am wary following s5. Skam Fr have a history of adding drama which leaves their characters open to being dented and bruised and they aren’t kind with many of their characters and often with little resolution which is so sad because some of these characters are STELLAR. So I hope they do it justice as it’s a topic close to my heart and no doubt many others (I lost my father young to issues I think will be touched on in the season)
So yeah, I think drama in trailers is expected with Skam. Being stylised and going all out is awesome and I love it but I’m wary of what Skam Fr will do in terms if the actual content because of it echoes s5’s approach then it was poor to me.
I am always going to be down the most for in-depth character stuff, realism, raw emotion and if cinematography and music and lighting and sound and all of that good stuff emphasises that then I am HAPPY AS A CLAM and I roll around in it (see my many many many analysis posts about the og, Skam Italia and Wtfock - and even Skam Fr s3 - as they have all hit that reaction in me as proof haha) ... my concern is that Skam Fr has tended to sacrifice one for the other. I hope they pulled it back for s6 and their last season!
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mothmvn · 3 years ago
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really interested in art history, could you please share some context to understanding how that book is stylistically soviet? out of curiosity
sure, sort of... this is something that I'm aware of just from growing up in it, so I'm not familiar with academic literature or specific art analysis - just , a strong shared vibe between all the soviet public decor left over in all spheres of life.
but, generally, art from the ussr (especially public & monumental art) is recognisable as "socialist realism". you can see more examples of artworks by having a look at the Wikimedia storage. the people are fit and beautiful, or beefy or rough in a down-to-earth kind of way, and they're always looking heroic+humble while holding flags or doing archetypal "good socialist society deeds" (herding geese, giving gifts to children (starring the regime's most revered bastards), constructing electrical progress, collecting wheat, etc etc). it's often (photo-)realistic in a particular kind of way, but equally often stylised in equally particular ways, abstracting forms and accentuating proportions and using kaleidoscope backgrounds and such.
basically, you grow up in a country full of old works in this socialist realism style, so you consciously or unconsciously put together an idea of its characteristics & the ways they are re-combined by individual artists (& the way they unite all those artists into a more general "style of the time"). even if the subject matter of an artpiece from 1920-1990 isn't the mighty glory of the soviet regime, the artist grew up & was schooled within the soviet regime and was taught "the way to do art" and it usually shows...
to be clear, not ALL art in the ussr was like this - plenty of artists deviated from this style... but many many more conformed to it (on purpose or by default or by obligation), so that's how I look at the illustrations in a book and think "yeah, that date makes perfect sense for how it looks"
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mishkakagehishka · 2 years ago
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wait nono you're so right abt the charm of older games. i actually find myself disliking many games that are realistic for what... just the sake of looking realistic? like i like a realistic-cartoony vibe (smth like more modern zelda games, where there's realism but it's still stylized) but hell i am such a sucker for like, p2-era graphics. pixel art games<3 just stylized art in general ! augh.
realism just makes games all look same-y and makes them so unnecessarily large... gimmie the silly clunky polygons of older zelda titles or persona 3 or the older smt games...
anyway i feel like i had a point here but i lost it. tl;dr photorealism dumb gimmie fun stylized graphics
No but right that's my issue with it. Video games and animation - i like when it's stylised and not photorealistic. The technological marvels of "you can see every individual pore on this character" is great and all, but~ it loses uniqueness (and charm through that).
Another problem, and maybe this is just the RE engine i have an issue with, is that it can also often seem uncanny. I played Devil May Cry 5 and I watched playthroughs of the Resident Evil remakes, and ... they have their Moments where i think it just looks a bit off.
Zelda is stylised, so no matter what happens, nothing looks off. Final fantasy is stylised so even when the hair physics are off, you don't really notice it (hair physics are what throw me off the most with the RE engine). But when a style tries to look photorealistic, especially when it's animated and moving, the most minor flaws can just make it look too off, uncanny even.
Besides, graphics are like the last on the priority list for me. They just end up slowing down your console, but don't really add much to the story or gameplay, do they?
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eden-rosebct · 6 years ago
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3D modelling 
Learning Fusion 360 was one of my biggest challenges. I was learning it from scratch, so there were many limitations I took on the role of the stylistic components and design, as well as 3D modelling the buildings and coordinating back and forth with Gianni to get the overall visual aesthetic working to the best of their abilities. Learning Fusion 360, Blender and using previous knowledge of Adobe software. She was the main director of the visual outcome, making the design for the buttons and leaderboard, 3D modelling buildings with detail and the layout of the environment to be cohesive with our theme. 
My process included a lot of trial and error, the learning journey was extremely experimental. I think what helped was that I already had a passion for architecture and design. So building 3D models was further a way for me to explore these themes. Basing everything off Lorne Street we first screenshotted the google maps satellite view of the street, this gave us the basic shapes to work around. Then in Fusion 360 using the line and shape tools to create outlines of everything. Then using extruding tools and modifying tool I extruded the basic shapes. We want to take inspiration from Lorne street, but not copy the buildings exactly, because we also wanted some creative freedom. 
This was definitely a back and forth process, and my main struggle was actually organising the bodies and sketches involved when making the buildings. When it was time to create details, I want to focus on basic shapes and structures. Down the main alleyway, there are windows, doors and steps. I focused also on a construction site, as that is extremely identifiable within that street. Small details like extruded boards around the roofs and heat pump looking structures I think really created the simple vibe we were going for.
I did experiment a bit with using blender and practising a UV map alias, this worked fine, however, we were finding that the style we wanted to create was not meant to be realistic. We wanted it to look fake and because of this, we decided it would have been unnecessary to use blender and it was easier to colour the buildings in Unity as part of our final steps. 
I did, however, take screenshots of the 3D models and took them into illustrator to try out different colourings. Which I think gave me a better idea as to what the final out come, could look like. 
It was a really interesting experience bringing some of my 2D designs and practising them in 3D, overall the process was therapeutic. I also found a lot of artists freedom, especially with the food stalls around the side and the steps leading up to doors. The trick was not to add to much detail and realism as our goal was to be stylised from the beginning. I think if I were to do this again, I would do it even simpler and actually just do line drawings in a 3D way, making it look more abstract and obscure. I would have pushed the boundaries a bit more with the design style looking back. But for this project, I think it represented our concept well. 
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oliviarthomasba2a · 6 years ago
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Film Language - Week 2: Frame
Basics - Line and Frame
Line:
Lines can give you a sense of space and motion.
 There are various ‘lines’ in film:
Placing a line on the floor can create the earth under a character’s feet.
Eye line - this can control where people are looking and where the focus is.
Line of action - how and in what direction a thing is moving.
Quality of line:
Every set of lines is emotive and makes you feel something different.
Thin lines are fragile. They appear easy to break or knock over. They suggest frailty and convey an elegant quality. They are delicate and give off an ephemeral air.
Thick lines on the other hand appear difficult to break. They suggest strength and give emphasis to nearby elements. Thick lines are bold and make a statement.
Curved lines are softer than straight lines. They sweep and turn gracefully between end points. They are less definite and predictable than straight lines. They bend, they change direction. Curved lines express fluid movement. They can be calm or dynamic depending on how much they curve. The less active the curve the calmer the feeling.
Rigid lines (zigzag) are a combination of diagonal lines that connect at points. They take on the dynamic and high energy characteristics of diagonal lines. They create excitement and intense movement. They convey confusion and nervousness as they change direction quickly and frequently. They can imply danger and destruction as they break down.
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This images has a very architectural feel to it. There is no sense of movement, but good sense of structure and build. Perspective is presented  due to the architectural and space ‘plan’ style. It’s rather cold a bland - the lines are all straight in shape and consistent in size.
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This manga style piece above is very emotive and dramatic. It features lots of diagonal lines which give it a very dynamic feel. There is also a lot more depth and contrast in each line - showing a lot more variation in the look.
This helps it look much more powerful and also gives the effect of a motion blur - again presenting the look of movement and action.
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The image above is very elegant and flowing - none of the lines are straight, all are curved. The style and shape of this suggests movement and dance even. It’s very soft in look and presents a kind of motion, but very differently to the manga image above.
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This picture of a turtle is made up of very heavy lines. It’s very bold and harsh, suggesting the idea of being static and solid. It sticks to the page and is very constant in the lines and look - Stability is another word that comes to mind.
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The drawing of the bulldog above is softer in the lines and markings, however gives a good sense of weight and body. It is character filled and more shading/colour in the line work - the shading presents more depth and realism, a 3D feel. 
The use of pencil line over pen gives this image it’s soft look and therefore offers the concept of friendly, inviting and affectionate.
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Lastly is the image above. This piece as a much more stylised in look, with soft and thin lines. The lines a consistent in size and weight, however due to the ‘softness’ it has a lighter feel that the hard and bold turtle image mentioned above. The cursoriness of the lines give a gentle and elegant vibe - this kind of shape often associated with women.
Line Direction:
Vertical Lines: 
Vertical lines are perpendicular to the horizon. They are filled with potential energy that could be released if they were to fall over. Vertical lines are strong and rigid. They can suggest stability, especially when thicker. Vertical lines accentuate height and convey a lack of movement, which is usually seen as horizontal.
We constantly interpret the world around us - our brains constantly fill in gaps.
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Vertical lines can be used to help frame things and give a sense of size. As seen in the bottom left image of Spirited Away, the large lines of the doors and walls around Chihiro centre and put the focus on her nicely, while the size of them make her seem small - creating a more intimidating atmosphere and location.
Changing a line can drastically change the mood and feeling of a scene/shot.
Horizontal Lines:
Horizontal lines are parallel to the horizon. They look like they’re lying down, at rest, asleep. They suggest calm and quiet, a relaxed comfort.
Horizontal lines can’t fall over. They accentuate width. They’re stable and secure. The convey an absence of conflict, a restful peace. Horizontal lines by their connection to the horizon are associated with earth bound things and idea.
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This kind of line is typically seen on/as the earth, horizons and landscapes. This tends to be the least suggestive of lines in a film since it tends to be part of the setting or surrounding location.
A shot of the horizon can often be seen as the ending of a film due to the creation of a still point and quietness - for example the ‘riding off into the sunset’ kind of scene:
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However this quiet and stillness can also suggest the beginning of something or even the beginning of a film as famously seen in the opening shot of Disney’s ‘The Lion King’:
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Diagonal Lines:
These lines tend to suggest movement and dynamic actions. It’s open to change and perspective:
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Diagonal lines can suggest all sorts of things from motion, action and even a change in the line from one to the diagonal can alter the atmosphere.
For example drips of rain down a window may seem calm and slow, then when the rain picks up and starts lashing down diagonally across the window - we know the mood has changed, it’s gotten more intense and something bad may be able to happen.
Eye Line: Eye line helps to direct our attention to where the character is looking and where the focus should be placed.
Tracks: Tracks help to show where a object has been or has done. Gives sense of movement and direction.
Line of movement and/or action: The line of action can help make something look more dynamic and in motion. In terms of drawing this can be used to help make a character's poses look more dynamic. In film this can be used to show where a thing has been or is going - sense of motion and anticipation. 
Image credit: ani2csfl16 
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