Limited palette and a lack of trees

savana-quick-test-copy.jpg

OK, so after looking around at some paintings that caught my eye I might have found a style that is applicable to Graymont. Now there are a lot of styles I like…but it needs to be something I can approximate quickly- with as few layers as possible AND one that allows you to assimilate objects from different media easily.

So in this image we have the same simple 3D shack I used before (as can be seen in the previous post) along with the same Chinese pine tree that I drew. Everything else is done with the default PS CS3 brushes (like the grass). I’ve also introduced a fir tree I drew just to give it a kind of 1-2-3 (foreground, mid ground, back ground – first tree, middle tree and house- hill crest). In addition, using a limited pallet always has a way of bringing unity to an image. It’s a bit conventional and contrived, but these rules help keep things grounded/consistent and allow me to in the future focus on the story telling.

While I like the woodland image better in some ways, it is roughly four times as labor intensive and requires a more complicated layer structure. There are some drawbacks though too to this version- in that the open space makes channeling the viewers eye slightly harder as each sub object that isn’t the focus becomes a key player. Where as in the previous image I could just “spray and pray” the trees around for the most part, each element needs to be placed well in this kind of imagery.

I do like how the savanna kind of makes you feel a bit more vulnerable as a viewer- you can be seen almost as easily as you can see others. In the forest however, it’s easier to hide…but also easier to have something come out from any direction at you. It’s also a bit more stark and depressing on the savanna, while the forest version feels a bit creepy and mysterious. So this psychology of setting will be important to consider as I move forward since it will no doubt direct the story on some level.