Great talk! Thanks for that. Uniform pattern are boring not because they are predictable, but because they are unnatural. Nature is chaotic not regular. So a regular pattern looks fake. Even in human hand made environment, patterns are chaotic because city, house, building, car do have a life, and thus all shaped and look different.
So basically, the primary shapes will define the silhouette and the secondary shapes will define the individuality of the character or object and the tertiary shapes will define the emotion or the story..
Cheating is the only way to succeed when working with this kind of stuff. Learning from the best, with the use of the most intuitive features. Thanks a lot for sharing these art and design tips!
Recently had to arrange a bunch of buildings into an appealing city that only had to look good from one angle. I basically came to the same conclusion as Gleb, even used some "areas of rest". It took me some tries but I'm very satisfied with the result.
Awesome insight Gleb. I've always assumed I did this or something like this intuitively in my illustration work but It's nice to actually think about it as a sort of visual system or guide to use as a check on your work. I'll try anything that takes the "mystery" out of the creation process enabling more successful images, more often. Cheers and thanks for sharing!
Mystery is still there, no matter how hard we try to deconstruct an image, but yeah it could be a useful guide to check work for errors (without needing a pair of fresh eyes).
Hi. About the ratio... amount of details is usually related to where is the central point of an attention in the rendering. For example: if you render an Alien that moves it's mouse, eyes and mouth will have more details. Details bring attention to the eye, while when details are equally spread, you don't care, as you mention from around 10:24. It all depends on where you want to bring attention. For instance: the amount of details in a zommed in transform transformations is really confusing for the brain.
Transformers. * wipes tears * Now add some ultra fast action and motion blur to that, while the pieces are shifting around... and... and... an analogy escapes me. In any case, these tips are grand and I will be playing with them. Thanks Gleb.
I feel this is useful when making a game level layout. I also feel an AI could be trained, or a scripted built, to use this as part of an overall set of rules to use when making an auto level generator. It could start with a main full level area shape. Then within it, have areas of interest spread out sparsely, wile only covering 30% to 40% of the full map with them. Then mix in things to find with in each area of interest. Some of those things to find, could be key items to help in exploring some areas you could not before, without them.
This is a fantastic presentation on the importance of composition, which is greatly impacted by a balanced distribution of visual elements. These simple rules apply to all forms of visual communication, whether it is painting, animation, graphic design, architecture or product design. Well Done!!
Gleb Alexandrov yeah two big chunks name forename then the medium syllables and finally the little details in the way the g and l or d and r sing together.
This was very interesting but I remain slightly confused. How do you really decide which shape belongs to what category? Particularly the big and medium when they also supposed to be varied in size; Do you think about this principle from the start? How do you reconcile this with your natural instincts and intuition? Or do you complete your work and make adjustments later based on this concept?
I've been seeing this as a combined effort of instinct and planning. Having some well thought out concept art really helps. I would say that for the most part, practicing these methods in conjunction with instinct both during and after a creation would yield great results.
Nice talk. But don't forget the storytelling. One badge can bring more attention and brain work than tons of details depending of what's written there. Obviously if it's not a pure technical render.
This is a talk I could watch everyday. Really like how Gleb explain this stuff. Genius :)
thanks so much Lopo!
Great talk! Thanks for that. Uniform pattern are boring not because they are predictable, but because they are unnatural. Nature is chaotic not regular. So a regular pattern looks fake. Even in human hand made environment, patterns are chaotic because city, house, building, car do have a life, and thus all shaped and look different.
Good point.
Отличная лекция, Глеб, спасибо! Восхищаюсь не только твоми рендерами а еще и манерой преподносить материал!
So basically, the primary shapes will define the silhouette and the secondary shapes will define the individuality of the character or object and the tertiary shapes will define the emotion or the story..
Mind blown.
You forgot '='
great lessons for today 5 years later..
I like how in peak climax of this presentation he casually mentions our art dad Sinix. Unexpected and cool :D
Cheating is the only way to succeed when working with this kind of stuff. Learning from the best, with the use of the most intuitive features. Thanks a lot for sharing these art and design tips!
I am not an artist but listen his words carefully and somewhat recognise.
Recently had to arrange a bunch of buildings into an appealing city that only had to look good from one angle. I basically came
to the same conclusion as Gleb, even used some "areas of rest". It took me some tries but I'm very satisfied with the result.
I really love the comparison between sound and details. I perfectly understand what he means. 🔊💖👌😜
Awesome insight Gleb. I've always assumed I did this or something like this intuitively in my illustration work but It's nice to actually think about it as a sort of visual system or guide to use as a check on your work. I'll try anything that takes the "mystery" out of the creation process enabling more successful images, more often. Cheers and thanks for sharing!
Mystery is still there, no matter how hard we try to deconstruct an image, but yeah it could be a useful guide to check work for errors (without needing a pair of fresh eyes).
Agreed.
Glebulous!
Let me express my Glebitude for your comment, sincerely.
Hi. About the ratio... amount of details is usually related to where is the central point of an attention in the rendering. For example: if you render an Alien that moves it's mouse, eyes and mouth will have more details. Details bring attention to the eye, while when details are equally spread, you don't care, as you mention from around 10:24. It all depends on where you want to bring attention.
For instance: the amount of details in a zommed in transform transformations is really confusing for the brain.
Gleb is the master of gorgeous renders
Афиигенно!!! Вот так просто рассказать о сложном!
Long time fan of Blevins' work and tutorials! Great talk, thank you.
If it wasnt for that one visual, I thought he said he had a cocaine addiction with that accent of his lol. I was like wow.. ok he's being honest.
Its coffee man! Cafeine
Transformers. * wipes tears * Now add some ultra fast action and motion blur to that, while the pieces are shifting around... and... and... an analogy escapes me. In any case, these tips are grand and I will be playing with them. Thanks Gleb.
Great video and very well organized and explained, thank you!
I feel this is useful when making a game level layout. I also feel an AI could be trained, or a scripted built, to use this as part of an overall set of rules to use when making an auto level generator. It could start with a main full level area shape. Then within it, have areas of interest spread out sparsely, wile only covering 30% to 40% of the full map with them. Then mix in things to find with in each area of interest. Some of those things to find, could be key items to help in exploring some areas you could not before, without them.
This is a fantastic presentation on the importance of composition, which is greatly impacted by a balanced distribution of visual elements. These simple rules apply to all forms of visual communication, whether it is painting, animation, graphic design, architecture or product design. Well Done!!
I completely forgot Ello exists. It's that site that you had to be on a waiting list to join. I signed up in 2016 and I joined 2 years after release.
Ждал Глеба на конференции наверно так же сильно как вступительное слово Тона))) ууууухааааа))
aaAA! :)
Trucoteca
learned a lot !
awesome lecture !
Very useful tutorial!
incredible!
Blind Guardian! Hansi und Mitstreiter sind omnipresent :D
I needed this
underrated
❤
Great lesson! Clear yet great to go over.
Thanks Gleb , I wish you make more tutorials on your yt channel
More to come, buddy!
Gleb. You're the man.
да! оч крут парень! молорик!
Excellent presentation.
This is an amazing presentation!
Thanks so much!
No, thank YOU! ;)
This presentation has helped me pinpoint an appeal issue with some of my work.
Such brilliant talk !!!
ITS ALL ABOUT THE LOVE
it's time to get shrimpy in here
:D
Wubba Lubba Dub Dub!
This was a great presentation!
Thanks Gleb
"Who keeps looking for their shoes once they've found them? That would be stupid."
Sage advice.
Thanks a lot. I enjoyed watching
I think it even applys to your name !
haha, not sure though. Really does it?)
Gleb Alexandrov yeah two big chunks name forename then the medium syllables and finally the little details in the way the g and l or d and r sing together.
Very good!
nice.
1 minute 51 seconds in I was like wow it all makes sense, me, the hours of screaming at the sky being all like WHY IS THIS RENDER OFF
This was very interesting but I remain slightly confused.
How do you really decide which shape belongs to what category? Particularly the big and medium when they also supposed to be varied in size; Do you think about this principle from the start? How do you reconcile this with your natural instincts and intuition?
Or do you complete your work and make adjustments later based on this concept?
I've been seeing this as a combined effort of instinct and planning. Having some well thought out concept art really helps. I would say that for the most part, practicing these methods in conjunction with instinct both during and after a creation would yield great results.
Excellent talk!
Great talk, Gleb!! :D
excellent!
I love gleb :D
Nice talk. But don't forget the storytelling. One badge can bring more attention and brain work than tons of details depending of what's written there. Obviously if it's not a pure technical render.
that was awesome :D!
So, am I the only one who thinks the Dinobot lookes dope?
THANK U
You are famous now :-)
I'd choose the firsk drum track. If I were Jack White, of course.
Holydhit
Greeble is the answer ! (8
Creepiest blender user but worth it