In art, composition is a paramount understanding in the way
artistic principals pull together to create an image. This can be seen in
almost every master artist’s pieces; from those in history all the way to
modern artists. Composition is like the ingredients to a cake; you can have all
the right ingredients, but put them together in the wrong order and you won’t
be having a slice.
Without composition, things in the scene can look “wrong” or
out of place. On my course, this is something that you can’t afford to get
wrong as you are trying to draw the viewer into the setting and make them lose
focus of reality. You can’t make this happen without everything portraying the
same genre, story and scope. For instance, you wouldn’t see a car in one of Da
Vinci’s paintings, as it just wouldn’t be expected there and cars didn’t exist
in his time. A lot of composition also therefore comes down to a good general
knowledge of what is being created. If a concept piece is being drawn for a
first person shooter set in the future, you would need to know what the
weapons, clothing and environment look like or are based on.
Obviously a lot of artwork comes down to the imagination,
which can even be noticed in some historical artwork. But the understanding of
how things work in the world; the weight, the scale, reflectivity, etc. is
vital in making a piece “belong”. However, composition can involve less if
needed and can largely come down to the way in which light is used in the scene
or how “ingredients” are positioned/mixed together. An example may come from
looking at the rule of thirds and the rule of odds. The rule of odds suggests
that people find an odd number of subjects look much more natural and less
ordered as opposed to an even number. This is because humans pick out patterns
in nature, and if a pattern is spotted the illusion can sometimes be lost. That
being said, the rule of thirds helps to position the piece. Based on the golden
mean (1:1.618) this understanding of division within the picture can help to
naturally frame the subject of the piece and makes it much more visually
interesting.
When we look at composition in 3D space, be it in a game
level or when modelling and texturing a character, these rules still have to
apply. A level must be built up using all the correct assets, putting them in
space where they belong as well as giving them purpose. It would be no good
making one long street and having the same building everywhere you look, with a
tree in the middle of the road, it just looks out of place. It’s the small
details which add to the composition. If you can affect the silhouette of
something enough, it can look unique. Too much and it doesn’t belong. This has
to be taken into account when putting a level together.
Links:
http://en.wikipedia.org/wiki/Composition_(visual_arts)
http://www.photokonnexion.com/?p=6697
Links:
http://en.wikipedia.org/wiki/Composition_(visual_arts)
http://www.photokonnexion.com/?p=6697
No comments:
Post a Comment