There's a plethora of creative people in the communication arts industry. And we all compete with each other in a global marketplace, with the Internet serving as an ever-present facilitator. Design opinions shift quickly, trends take flight, and we can showcase our work to more people worldwide than ever before.
The quality of work produced by this legion of designers covers the gamut from horrible to heavenly. What separates the best from the rest in this graphic cacophony is often the individual's ability to scrutinize his or her own work earnestly, admit its shortcomings, revise the creative process, and improve his or her capabilities with each new project. In other words, the artist must know how to self-art direct.
Art direction isn't so much about correcting mistakes as it is about shaping perceptions. When you art direct yourself, your goal is to craft an aesthetic that achieves a desired response from a given audience.
Think of it this way: Design tends to be a wonderful paradox where objective methods produce creative work that is viewed subjectively.
Creative people spend so much time looking at their work that it can be very difficult to notice potential problems. Everything begins to blend together. When this happens, honest critique is missed, and with it, needed improvements.
This is a dangerous situation because it can result in subpar work. It also opens the door for your client to notice problems and directly associate that lack of attention to detail with you as a creative person.
A simple method to help you avoid this situation is to use what I call the ”fresh eyes effect.” As you reach various stages in your work, set it aside and work on something completely different for a while. An hour is ideal, but even 15 minutes can be enough to purge your mind's cache and refresh your eyes. When you reapproach your work later, you can scrutinize it with fresh eyes, allowing you to see areas you can improve upon. What you'll need to improve and the degree of improvements or tweaks you'll need to make will be different for each person depending on your ability and what stage of the creative process the work is in.
When I was hired by a beverage company to illustrate a tribal tattoo-styled Aztec warrior, I first drew out my refined sketch as shown in FIGURE 8.1. I spent a lot of time working on this, but something just didn't feel right. Whenever that happens, it's a sign for me to set the project down, walk away, and reap-proach it with fresh eyes later. So I shelved the job and decided to pick it up again the next day.
The next morning, I looked at my initial refined sketch with fresh eyes and was able to pinpoint the problematic attributes within my art. After reviewing my drawing, the proportion of the overall head seemed too thin, the ethnicity didn't look correct either, and the eyes were getting lost in the detail, so they weren't as captivating as they could be. I made the needed corrections to my refined sketch and the overall result was an authentic vibe the previous sketch was missing (FIGURE 8.2).
With my refined sketch dialed in, I was able to get it approved by my client and move forward with building the design in vector form (FIGURE 8.3).
In a creative environment that demands an accelerated timeline, perhaps using fresh eyes can seem unrealistic. But I'd argue it's not impossible. Even allowing yourself a small amount of time to reset your creative perspective is better than none at all (FIGURE 8.4).
Self-art direction isn't limited to the drawing stage of a systematic creative process. It can also take place during the building stage of your vector creation.
A responsible designer should always be looking for the opportunity to improve and grow creatively. Part of this growth comes from paying proper attention to detail as you progress through the creative process on any given project.
Listen to your inner art director and be sensitive to those sometimes-fleeting feelings that subtly reveal themselves to you as you work. Don't ignore them—correct the problems that they uncover. The project shown in FIGURES 8.5–8.13 utilizes many of the methods we've covered in this book so far. Along the way, however, my inner art director took notice of areas in my art I could improve upon (FIGURE 8.8).
In chapter 3, I made the case for why you must depend on both analog and digital methods to create your vector art (FIGURES 3.34–3.36). In this project, the same balance of analog and digital apply. Once I have my base vector art in place, as shown in FIGURE 8.7, I will print out a black-and-white version and begin to draw out my shading detail (Figure 8.8). I'll eventually scan this back in and use it as my road map to build the vector shapes that form the shading in my final design (FIGURES 8.12–8.13).
As I was drawing out the shading detail, something about the form of the bottom half of the alien skull was bugging me. My inner art director pinpointed the problem areas at the base of the skull, which was too narrow and which made the shape of my design somewhat awkward. (Figure 8.8). It's important to remember that art direction like this is subjective, for the most part. This area of my art isn't necessarily wrong; it's just not as aesthetically effective or pleasing as it could be. In other words, there was room for improvement, so I made revisions (FIGURES 8.9–8.11).
I could have just let the art stand and not made any of these changes, but I think revising the shape of the skull as well as the added shading helped to make the end product a stronger piece of artwork. This, of course, is my opinion. Art direction tends to be subjective, but it's these types of small refinements that you want to make throughout the creative process to ensure your designs are consistently produced at the highest level possible. In other words, don't settle for good enough: If you think you can improve something, that's a good enough excuse to do it (FIGURE 8.13).
Making small, continual improvements to your work over the entire span of a given project is a sure sign of a healthy creative process.
No one's work is perfect when it hits the page. As you work with others during your career, they'll no doubt point out problems in your work that you're blind to. Don't take offense; it's important to absorb all forms of art direction so you can learn, grow, and become the best you can possibly be.
The fact that you're reading this book reveals that you are well-equipped to accept this sort of input, and that's a good sign.
Shape is important when creating vector artwork. But how a shape relates to another shape within any given design context is of equal or even greater importance. You might produce a well-crafted and precise shape, but if it's not balanced well with other shapes, it will suffer aesthetically. I define this type of problematic shape relationship as visual tension.
Look at FIGURE 8.14. Where does your eye automatically go when you look at these shapes? Likely, your eye will naturally return to the area circled in red in FIGURE 8.15 because that is where visual tension exists.
The tension is caused because the circle is too close to the edge of the green square. It unintentionally draws the eye to that area. To remedy this, you have to either move the circle further away from the edge as shown in FIGURE 8.16, or move the circle past the edge as shown in FIGURE 8.17.
Most successful designers are expert manipulators, practiced in the art of using composition to visually guide a viewer's eye through a design or to focus attention on a specific location within a given context. This type of viewer response is what you want, a purposeful attention to important content that is not distracted by unnecessary or poor design.
Bad design, in general, is riddled with visual tension. The more areas of visual tension within a graphic, the more it runs the risk of compromising the intended visual communication. It's crucial, as a self-art director, to recognize and remove visual tension from your artwork. And, as with anything, the first step in solving a problem is recognizing that you have one.
Before we jump into a real-world project that contains visual tension, let's take a look at a common graphic that everyone is familiar with, the American flag. I think it's safe to say we've all seen this image enough that we could spot anything in it that is not quite right.
If you look at FIGURE 8.18, you'll see a normal flag and one with a lot of visual tension. Can you pinpoint all 22 areas of visual tension in this graphic? Some problems are obvious, whereas some are much more subtle.
I should point out that sometimes a designer wants to purposely mess up a graphic in order to achieve a certain look and feel. In that context, visual tension is thrown out the window and really doesn't apply at all. But that's the exception, not the rule. So unless the genre specifically calls for a style that is loose, random, or chaotic in its composition, visual tension should be viewed as a negative attribute within a design.
The flag samples demonstrate that visual tension can be both overt and subtle. The latter is the harder to spot, so you'll really need to train your eye so you can detect visual tension in any piece of artwork.
Let me walk you through one of my projects in which I isolated several instances of visual tension so you can see how I resolved them.
When I added the various outlines to this hand-lettered logotype, it caused a lot of visual tension (FIGURE 8.20). Look closely and you'll see:
A. The descender of the letter K is too thin.
B. The letter U is sitting on the edge of the letter K.
C. The letter S is touching the edge of the letter U.
D. The letter S was obstructing too much of the letter U.
E. There is too much space between the letter S and the letter K.
F. Both arms of the letter K are too thin.
G. The letter K should overlap the letter O.
H. The exclamation mark is too thin and short.
Visual tension can be caused by any sort of poorly handled shape relationship. Any time your eye is pulled toward an unintended area, it's a safe bet that there is some form of visual tension within the design.
With the visual tension areas identified, we can fix them (FIGURE 8.21). Notice how I also fixed the awkward slivers of negative space created by the outlines around the letters ”U” and ”S.”
If creativity has an antithesis, it has to be complacency.
In order to grow as a creative person, it's essential to leave your comfort zone to try new things, take some design risks, be willing to apply new methods like the fresh eyes effect, and catch and fix visual tension, all while you develop new styles for yourself and your clients.
Realize that when you do these things, you're bound to fail, but that only adds to your growth.
Art directing yourself means you need to be your worst critic. Don't settle for good enough. Keep your creative standard high and relentlessly pursue design excellence as often as possible so it becomes your new creative normal.
Resist taking the easy road toward stagnation. Instead, stir up your creative juices and eventually you'll be doing the full-tilt creative boogie!
Nothing teaches methodology like redundancy and also redundancy. We're going to walk through yet another design project in order to cement the entire vector creative process in your brain.
This time, let's take a gander at another character illustration project called ”Thug Bunny” and see what methods are utilized to create the final vector artwork.
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