The gallery was really cool to see, but reading the artist statement and learning more about the works individually made it so much better. It was cool to see how conscious she was of her impact on the environment. Her description of the "cooperative nature of the universe" using the words "tension," "flexibility," and "fragility." It was amazing to see how powerfully emotional and beautiful her works can be just using trash. The program she directs, the Radical Jewelry Makeover was also cool, especially seeing how many people bought these recycled jewelry. It was interesting considering how we had to consider the environment when designing everyday products and then seeing that applied to the fine arts. Even though these were meant to be displayed and theoretically won't get worn down by use, Ganch still tried to be ecofriendly.
This is an awesome project, especially being able to simulate what it's like having a board to actually judge the work. It was cool learning the history [and lack of consistency] of our image. But if we're actually trying to push for an actual redesign for our logo, couldn't we have at least picked our own team properly? The problem with the art directors was that is limited who could get with who. Some of the art directors had similar styles and ideas and would work really well with each other, not just based off art skills but simply because they're more like minded.I understood why we had the art directors, but for something as important as redesigning the look of our school, I wish there wasn't this limitation. I knew I ran into the problem of conflicting ideas in my group. Some of the people also seem to work better solo, but with a time limitation fit for a group of 2 or 3, then solo work wasn't the best option. Overall, this is an awesome idea, just that the limitations should not have been put on for something like this.
Went to the VMFA and saw a a cool exhibit on photos that helped movements. There were a lot that incorporated text that gave the photos context and it was cool to see the different techniques they used, like using the photo to give a visualization to the text, especially with facial expressions. There was one that was simply two people looking at a newspaper but the headline was visible and the reactions of the readers told it all. It was useful seeing when text helps and when it would distract, something I should keep in mind.
I'm not sure how I feel about the latest project. I feel like I have a decent grasp on the concept of hierarchy, but just with the facts I'm using, the hierarchy doesn't seem as much like hierarchy as it seems like logic. My facts stem from one another, so like a tree, each new branch gets smaller and smaller. Hierarchy was a lot easier to deal with when we were talking about an event. I hope we get to do another hierarchy project other than the normal poster design because I want to see if I really do have a grasp on hierarchy.
So this is from a while back but I went to the artist lecture with the Marvel comics editor. Though a lot of the references were lost since I haven't really explored the Marvel-verse too much yet, some of the messages still came through. I think the biggest thing I got out of this is "Every comic is somebody's first." While she had a lot of great quotes, I think that's the one that applies to me the most. I've considered doing multiple series, be they comics or videos or games, but like she explained, since "every comic is somebody's first" every part of an overarching... theme i guess might be the best word here, must be accessible, make sense, and bring someone back.
She had a lot of other great points too that I have to consider. One of them is separating being a fan and working. I guess I have to consider that when I'm considering possible career choices. And if I ever do get around to making a comic, I need to remember that it's the balloons that guide the eyes. I wonder how much the body of characters play into that now... Another important thing that she mentioned is that if you want to work for a company like Marvel, you have to get yourself out there and publish. This is a lot to what Roosterteeth, a company I adore, tells its fans whenever they ask how they can get the job. I wonder if they publishing geared towards the company they want to work for is better or not, cause I've heard multiple kind of stories of how people got into Roosterteeth. NewseumFirst Glance: You can learn what permanent exhibits there are and where the stores and said exhibits are located. You can also learn that there are multiple floors for the gallery and the location of other facilities, like the bathroom. I don't really see anything missing.
Design: The museum has a really modern feel and design, and the map reflects that. The map has bright colors, large icons, and a blocky, simple design to frame the map. The map uses simple fonts. It's very simple and clean and even someone with bad eyesight could navigate the map. Usage: Saw an exhibit on Ethics. Looked for it. Found it. No problem. The map really helped, especially when finding which floor it was on, since the museum has many floors. The map is really well designed. It's simple but has the option of being more detailed if you read the details on the opposite page. It's small and doesn't hinder people when they're walking and they can rotate it too. It was really smart to separate each floor on a separate page. This surrealism project is exciting, especially since I love fantasy. I remember seeing this project years ago posted on the walls and kind of planning for what I'd do if I was assigned this so that's kinda cool. I'm not using any of those ideas but still. The only thing that bothers me is that we need to get our own photos. I understand why, but it's disappointing that so many ideas have to get thrown out just because of practicality reasons and not having access to what we want to take pictures of. I also wish that Coach had us share our ideas like he usually does so we could get feedback and ideas on how we could get the pictures we need.
So I went to VCU today and got to explore a bit of the campus, more specifically, the School of the Arts Campus. They had a few of the works displayed up and in this all hall, there were two different sections with two similar themes, yet they were both titled surface.
This is one of my most favorite projects I've done in digital art. It's so cool how there's a physical component that compliments the digital part. When I first heard about the project, I was so excited I was literally bouncing (a few of my classmates could testify to this). There's so many ideas I wanted to do, but sadly could not because either they were too time consuming, I didn't have the right tools, or because of the fact that we can only choose one idea to run with. I really hope that we'll talk more about typography, like which fonts are essentially forbidden (i.e. comic sans) and how to choose the right font. Right now, it seems like most of us will be essentially making our own fonts, but of course, that's not always an option, so I really want to learn how to pick and choose amongst existing fonts.
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