Delaney King Profile picture
Jan 11, 2022 47 tweets 12 min read Read on X
Detail acts a catch point for eyes, or can be general noise- texture. Placing details strategically to catch and lead the eye around. Think of it like a pinball game.
Details are musical. If you just put a tonne in you get hairbands just doing scales really fast- yawn.

You want to make details a journey for the eye, just like music is a journey for the ear. It can be pauses, redirections, focal points.
A good track needs bridges, hooks, melody, builds, breathing spaces etc

Details on designs are the same.
Even on something covered in details, using small, medium and large details creates interest and makes your eye settle on and travel over the object- for example:
Note that there are round shapes, blocks, wedges and trenches to give you something to look at.
We call the small, medium and large forms, primary, secondary and tertiary forms.

A star destroyer is an arrow head (primary) with a raised bit, a flat hex bridge and two balls (secondary) and a tonne of panels and greebles (tertiary)
Even in the trench run, when fine details are blurred you see secondary forms- darker patches, raises blocks, recesses.
These forms and details can give your surface a RHYTHM. Which helps give it scale and motion.

Not the vertical lines here in the backdrop and the dark patches, height differences.

Look familiar?
See it now?
Lights are bars. Dah dah dah dah de daaah duh de daaah
The wall panel details are musical, they have rhythm and pace.

They give this shot scale and distance but also a driving momentum
Cars are designed the same way- the curves accelerate and decelerate, with details catching your eye and leading it.
This is why Michael Bay's transformers are an absolute design shitshow.

Once motion blurred, their chopped up, flowless secondary forms are lost. That's why he needs so much slowmo to identify and tell what is going on.
Compare to the bumblebee film version- which uses bigger blocks of color, details which flow and enhance the form and have rhythm. It has places with little detail for your eyes to rest, and lines that draw your eye around.

Infinitely better.
Bay made it even worse by putting complementary colors red and blue in essentially camo patterns making the forms even harder on the human eye.

Guys an idiot.
This design is super balanced and easy to read. He looks powerful, in command, his eyes are gentle.
Compare. This is optimus prime, and you can tell at a glance
This is not optimus prime, this is the junkpile of one medocre man's ego.
The concept artists clearly have been busting their ass trying to get rhythm and flow into the details, but I can safely say this is interference over design.
Seriously. Look.
Every single line of action takes you on a journey and look where they end up?

On his intelligent, gentle, living eyes.
What a shit show.
See what I mean?
One of these respects the design, the other replaces it. And does it replace it with anything worthwhile?
Look at the fine notes being played here- like fingers dancing over a piano- dah- di- did-di-daaaah-d-dah-daaaaaaah- diddly-dee
These are like grace notes, and the weight of each pulls and steers the eye of the viewer, keeping us interested on the way with a tune.
Even the highlights from the lighting curve and bend to sit where they are needed. But look at the values in the Bay one... what are the brightest and darkest areas. Where is your eye drawn?
Yep. The nose or just under it, which acts like a slide down to the chin and off into the void.
Details are your little notes, but it has to sit on a rhythm. Remember you eye scans across surfaces and that is like a journey or a phrase in music.
Try this exercise.

Draw a big flowing curvey line at random.

Play star wars theme.

As it plays, make your pen follow the curve and tap down as you feel the music heavy bits, light bits, fiddly bits... try it.
Here is the title crawl. See how the music has moments and flows?
Now join up the surfaces
Then express the feelings in the shapes.
Restart the music and follow around that curve, making the area FEEL like the music is feeling. Heavy, dangerous, tentative, worried, repetitive, light... FEEL your way around
See how using musicality breaks up what is a basic doodle design. Next thing try thinking about the feelings and notes you want from each area
Pew pew motherfucker.
Dah dah dah daaaah daaaaah
If this lesson has entertained and edumicatededed you, you can treat me to a coffee

ko-fi.com/dellak
The worst thing about Michael Bay is there must be hundreds of people who don't get funded and somehow he keeps getting nacked to churn out extremely expensive mediocrity.
Imagine taking beloved things like TMNT and Transformers and then changing pretty much everything about them, adding tonnes of junk over them and then making narratives little better than slow farts in an elevator.
Hold on a sec... really? Really?
Okay I cannot unsee that. Ego much?
Yeah, see they greatly elongate the face and chin, and thin the cheeks when in human face.

This is deliberate.
Aaaaaanyway, go forth and make sweet music.

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More from @delaneykingrox

Nov 6, 2023
A video game that simulates #ADHD. The mission objective changes at random every few minutes and whenever you walk into a new room, your inventory shuffles one item and sometimes it becomes invisible for a few minutes.

You auto steer into table corners.
Whenever you get more than one sidequest there is a chance you go into overwhelm and your controller will pretend it is unplugged.

The corners of the level starts filling up with laundry.

You put down an item and it vanishes when you look away.
You have timed missions but during loading screens that can dramatically shorten by an hour or five.
Read 19 tweets
Oct 28, 2023
A 3d character walks into a bar.

The bartender doesn't say anything.

You realise you haven't put collision or a trigger volume on the bar asset.
A 3d character walks into a bar.

The bar jitters and flies off into the distance.

You need to turn off "use phsyics" on the bar asset.
A 3d character walks into a bar.

The bartender says "why the long face".

You sigh and open your 3d modelling ap. Long thin triangles are bad for quad draw performance.
Read 19 tweets
Oct 18, 2023
In Life Is Strange Before The Storm, one truth Rachel Amber tells Chloe during "two truths and a lie" that she is a Leo.
The brilliant thing is later if you pay attention, her birthday is the day after Leo ends. But her starchart has her on a cusp.

This is brilliant.
The series has a few moments of absolutely brilliant subtle clues in it that add layers of meaning, but you have to be sharp to spot them.
But if you miss those, there are still blatant clues around the place that give some level of depth.
The main mysteries of the game aren't hard at all, probably to a fault, but on replay there are far more little ones.
Read 21 tweets
Oct 13, 2023
A technique I highly recommend to #gamedev artists is to look at actual shipped game assets.

There are various ways to get hold of them, such as programs like Ninja Ripper, Utiny ripper or via archives.

And I must stress this is for learning purposes ONLY. NEVER use them.
Being able to look at models from a wide range of titles, see how they are rigged, how their Uvs are layed out, the triangle count and modularity... it all helps you understand the ACTUAL end result you are aiming for.
I think it is really important that students bridge the gap between where they are at, and what the end products are at.

You may think "oh, the models in X game are super high end, high tech stuff" but when you actually crack it open and examine it in your DCC...
Read 11 tweets
Oct 10, 2023
There is no ethical use of AI art.

There is no future for humanity in a world where all human endeavour is stolen and boiled down to something that replaces humans.

What do humans do in a world where humans are not employed to create?

Is that a world you want to live in?
If you take away the creative process of human artists into pool, the zeitgeist becomes entirely manufactured from an ever decreasing pool of looping cannibalism.

Pop literally eating itself.
Endless product without exploration. Product feeding on product.

No art movements, no re-evaluations of our place and relationship to the world.

Homogenisation and starvation.
Read 12 tweets
Oct 9, 2023
Draw calls are responsible for a good 50 percent of the chugging issues I have helped games with.

A draw call is "okay now draw me an apple, and come back when you are done for the next instruction."
Then you ask for another apple. Then when they return you ask for another...
So the GPU is running back and forth to the CPU when it could just do that once and "draw me a pile of apples".
Rendering an apple, in this example, takes a tiny amount of what a core on the GPU can render. So by welding all the apples into one bigger mesh, it can be done faster in one draw call than all the fucking around to draw them one by one.
Read 15 tweets

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