Biomimicry, Bendable Laws, and The Uncanny Valley

I have been making art for most of my life. I have always been eager to experiment with different mediums to expand my skills and abilities in order to bring something new and interesting for my work. I mainly work with character design, and storytelling. I create stories and design characters in situations that I find relatable and pleasing to look at. Something that tells a story of life, in one picture. Or fashion, culture and emotion. I have dabbled in painting, sculpture, and using messy supplies like charcoal and oil paint. The medium and tools I have always stuck to no matter what have been structured, neat, and detailed. Sticking to line work, crisp and clean materials, avoiding anything that stains or splatters, in order to maintain straight lines and over the top detail. That is what happens when you become a passionate comic artist for many years, unless you would call yourself experimental. I like the side of art that is experimental, because I can be okay with making mistakes and seeing what I can come up with instead of focusing on creating a product for myself that feels manufactured to my ideal needs. I appreciate mixed media, because you can take your structured comfort zone, and turn it into something that you may end up adoring.

Watching the lecture opened up a lot of questions for my work. I was intrigued to see how much thought and process it takes to make this kind of art. There are endless possibilities that come with 3D work. You just need your personal skill, and imagination before learning these steps and techniques to create movement in your 3D art.

3D work would be a great tool for my line of work. With the special attention I spend on making my character’s unique anatomy shapes and their distinguished faces. I could spend a good amount of time crafting them into a 3D figure. Since I work with animation, it would be good to learn how to create jointed limbs for my own special dolls to make them feel more  alive and mobile. I would also pay an exceptional amount of detail on how the head and face would move. Attached to their necks, they would be able to cock their head or even twist it around. The face may not have much movement, but to avoid a frozen face, the eyes could have blinking features swell as a puppet-like mouth. My characters features tend to be quite soft, so I would figure out how to make these mechanics discrete.

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