Game Development Reference
In-Depth Information
For Research
Getting Started with Processing
If you're interested in learning more about Processing and drawing
images with programming code, you can download the open source
language and find tutorials at http://processing.org
1.3 Creating Art from the Left Side
of the Brain
Most people know what they like and don't like when they see art.
However, if you ask them why they like it they may not be able to put their
thoughts into words. No doubt there are some people who are naturally
gifted with the ability to draw and sculpt and some who are not. For the
artistically challenged, however, hope is not lost. This is certainly Betty
Edwards' stance.
A logical approach to the elements and principles of design reveals rules
one can apply to create more appealing artwork. They are the mechanical
relationships, alluded to by Umberto Eco, that can be used as building blocks
to create works of art. These fundamentals are common threads found to
run through all good artwork. They will not assist you in being creative and
coming up with original art, but they will help in presentation and visual
attractiveness.
The elements of design are the primary items that make up drawings,
models, paintings, and design. They are point , line , shape , direction , size ,
texture , color , and hue . All visual artworks include one or more of these
elements.
In the graphics of computer games, each of these elements is as important
to the visual aspect of game assets as they are in drawings, painting, and
sculptures. However, as each is being stored in computer memory and
processed by mathematical algorithms, their treatment by the game
artist differs.
1.3.1 Point
All visual elements begin with a point. In drawing, it is the first mark put on
paper. Because of the physical makeup of computer screens, it is also the
fundamental building block of all digital images. Each point on an electronic
screen is called a pixel . The number of pixels visible on a display is referred to
as the resolution . For example, a resolution of 1024 × 768 is 1024 pixels wide
and 768 pixels high.
Each pixel is referenced by its x and y Cartesian coordinates. Because
pixels are discrete locations on a screen, these coordinates are always in
whole numbers. The default coordinate system for a screen has the (0,0)
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