New Upload! "Kanou Magazine (12-1-2000) CD ROM", featuring content from "Kanon" & "Air": wallpapers, applications, demo videos, reader illustrations, & more.
Available on the Internet Archive here: https://archive.org/details/kanou-cd-12-1-2000
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So I'm on of those people who enjoys a good "art style challenge" videos. Looking through a lot of different "styles" of art, I've noticed a sort of spectrum that slides between two points.
Stylization and Rendering.
I've made this handy blob to to visualize this spectrum.
Stylization to me is the design of something using shape language, proportions, details vs simplicity, and exaggeration or lack thereof.
It slides between Semi Realism: being more based on reality, Semi Abstract : based more on shape and exaggeration, and Stylized: having a basis in reality but takes artistic liberties to emphasize on certain aspects/feelings.
Rendering to me is the application of form or lack of on a design. Lighting (shade, highlights, rim light), textures, patterns, and lines (there or not). Leaning more graphic or more form based.
No or Low Rendering leans into being graphic. Stylized being some lighting to get an idea of form but not too much to clutter the scene or slow down production. Hight Render leaning on form.
Here are some examples of how different visual stories fit on the scale.
Here you can have stylized character designs with different scales of rendering. Stylization is mostly seen in Japanese Anime and those inspired by Disney.
Same with Semi Abstract designs with different rendering styles. Semi Abstract comes from the UPA shorts from the 50s that really pushed into exaggerated shape language.
Semi Realistic designs can change with how you render them. Semi Realism is based more on reality.
Works the other way around with Rendering.
You can have the same amount of rendering but take in a story way different with how a character is designed.
Most high rendering is seen in high budget 3D animated features because it would take forever to ask an artist to render this much detail at 24 frames per second. And we already torture animators as is.
Gradient rendering is seen mostly in webcomics, Korean comics, and illustrated books. Though with Klaus we are starting to see it more in animation.
Cel Shading is most common in 2D animated series and movies. Gives it more form and gets the point across.
Low or No Rendering becomes more graphic and emphasizes on color and design.
I will use Donna from my comic Legend Catcher as an example.
Same design, different ways to render.
Same amount of rendering, different ways to stylize.
This was just some things to think about when looking at and creating art.
If you wanna check out the process in how I drew all these, check out my Ko-Fi for the video at https://www.ko-fi.com/tessshadowcast
Just some fun thoughts I had. If there are other points to make, let me know!
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illustrations by walter wick from "i spy fantasy" 1994
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“This was the hardest thing I’ve ever painted. I was literally beat up by the waves and rising tide and forced to stop before it was finished. I could have done better, but between the blowing sand and wind, splashing waves, burning hot sun and the fact I’ve never painted a shark before or painted on a 3 dimensional surface like a rock…. I think it turned out OK”
~Jimmy Swift, graffiti artist~
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