Thursday, October 20, 2011

Of Z-lines

What makes Logistics stand out as a concept for me is that we get better in a skill by simply paying attention to its most obvious elements. And I want to use this to the fullest in my drawings. One of the most obvious aspects of drawings is that they're lines on a surface. Even if one uses only shape or lineless values, an outline always stands out. And the attempts to break the rule allow creativity to be born, at least the what-if kind of creativity.

All the emulation of the world in the drawings happen through lines in a flat surface. It's about the 3D graphics in that game we see on screen not being actual polygons but the machine resolving equations and understanding the disposition of vertices (and the lines that connect them) to portray the illusion of a tridimensional image. The computers' increasing capability of resolving more vertices, corners and angles at once allows us to see progressively less squary polygons. The process of adding vertices is analogous to Layering.

So the composition of an image with all its proportions and sense of depth follow the same rules of those 2D vertexes. Perspective point and other tricks like overlapping gives a sense of depth that isn't real. That's one important thing, there's no tridimensional axis when drawing. It's impossible to have a Z-Line in a drawing, only Y and X lines. And that limitation is what triggers my interest, the prospect of fooling the viewer to believe there are Z-lines in a drawing.

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edit: I was quite in doubt about Z actually being the "depth" axis, and it turned out there's no exact answer to that: "In animation and visual effects, the tradition is to use Y as the “up” or elevation axis, with X and Z as the 'ground' axes. However, some other industries traditionally use Z as the up axis and X and Y as the ground axes.".

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