Friday, April 25, 2008
120 [m ] KLIK Trophy 2007
a) Trophy turn-around, pencil and vector art.
b) Trophy base rotation, vector art.
c) Trophy color keys.
Last summer, the "On-Air" group hosted a skating competition/tour. The simplest way to describe what "On-Air" does is that they make the 10 seconds of "You're watching Cartoon Network." Not actual shows, but still major contributions towards establishing the network's identity and personality.
They wanted trophies and they had neither a lot of time nor a lot of money.
The unofficial mascot, Klik, was design by Andrew Bates of "On-Air," which I conceived different views assembled into a turn-around* drawing. Klik is set upon the extruded unofficial logo of Toonami, which was a two-hour block of action programming on the network. Because that was very geometric, I used Adobe® Illustrator® to design a rotation* drawing of the base. The clever part of that, I thought, was that the logo is not seen looking stright down on the trophy/base, but straight on at the face upon which Klik is set. You can see in the side views how the face is at an angle.
On top of that, I tried to compose visual examples of gold , silver, and bronze trophies on stained wood (shown), black lacquer (not shown) and white lacquer (not shown) bases.
Because of the afore mentioned issues of time and money, we ended up dealing with the one trophy manufacturer that responded to our request - not a good sign. The trophy design was simplified to keep it compact to be molded in a single or as few pieces as possible. So the arms came in close to the body, and tight spaces and undercuts got filled in with material.
The final trophies came out with a surface finish a lot rougher than the bright metallics we had envisioned. They were cast of something called, if I recall correctly, hydrostone, - I don't think that the Academy Awards are made of hydrostone. Lastly, they were all painted with metallic paints, again not giving us the bright, polished appearance for which we were hoping.
Still, somebody must have won something from it all and they now have physical proof.
*TURN-AROUND vs ROTATION:
Both are composed of multiple views of an object: front, side, back, top, etc.
A turn-around is more conceptual, as in "I think that's how that would look like from that view" or in animation, "this is how you draw that from this view."
A rotation comes from engineering, construction, manufacturing, etc. It is a technical drawing, which depicts exactly as possible what that looks like from that view. You can take real measurements from it.
Lastly, as a point of argument to all my animation based associates, each individual drawing is called a view, not a turn-around; as in front view, right side view, etc. The turn-around is the organized combination of views.