MARIO WORLD
MODULE TWO OF FOUNDATION OF DESIGN REPRESENTATION SEM 1 2018

Elevations


Creating the world
1. Project the elevations on a 45 degree angle to create an Axonometric drawing
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Projecting the elements from both the front and back elevations into an Axonometric drawing took precision. Moreover, it was challenging to fit all the aspects in view of the elevation, on the Axonometric. Thus, it was necessary to not make all the hills circular but rather the shape was reflected into a prism like shape
The elevations ‘collided’ in the centre of the world, blurring the boundaries of which elevation the aspect was projected from, therefore creating a new unique world.

2. Design the rest of an Axonometric Mario World
This includes within the hidden space of the elevation, within the gaps, above and below the elevations.
As two of the ‘mountains’ extended past the image of the elevations, the opportunity to create a new world above appeared, imagining what could be above the elevation.
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3. Scan onto Computer
4. Tidy on Photoshop and make the background white
5. Print this on A1 as a sample
6. Cover with tracing paper and further design over the top
7. Scan this new paper and add it into the Photoshop document and tidy it up
8. Trace the drawing using the pen tool in Illustrator to create vector shapes of the drawing.
Set up a colour palette/scheme, with every chosen colour having 2 or 3 varying tones for easy use when it comes to shading
9. Make a light source coming from the back right view and use the varying colours to highlight this. Darkest colours at the front for example.
10. Add textures to create a sense of depth.
11. Ensure there is a harmonious balance the foreground and back
The water connects the top and bottom of the world (vertically)


Line
When creating this world, the line outlines were in all black, after some consideration I changes the line colour to match the colour of the shape fill it was surrounding to make it blend and fit into the scene.
Section cut line weight - 0.5
All other lines weight - 0.25
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Depth using colour, gradients and texture
Depth is created with the techniques of contouring, meaning using gradients and slight alterations of colour to depict form and body to an object. Nonetheless, depth can also be represented using colour and texture, the tone (darkness) of a colour can represent distance making an object appear closer of further away. In this design, gradients were used for shadow or to represent a curved surface. Colour was also used to represent depth with darker colours facing away from the imaginary light source, and the darker colours representing distance.