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#star wars design
frost7077 · 7 months
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The 501st
Made a new 501st design, I’m quite satisfied with the outcome considering that it’s almost completely freehanded.
I’m going to draw it digitally as well so it’ll look more detailed and more geometric.
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wisteria-lodge · 5 months
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you can take the senator out of Naboo
but you cant take the Naboo out of the senator
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just saying
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same hat
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derickbatista31 · 1 year
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Commander Thorn
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Commander Thorn
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someinstant · 2 years
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So lets talk about the design of Ferrix, shall we? I mean, not the physical set qua set, which is amazing and I just sort of want to live there. But rather, let's consider the actual design style at work, okay?
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Okay. So that's the hotel in Episode 5, yeah? The one that Blevin is clearing out for the dude who wants to be a Prefect to use as his headquarters, right?
That, my friends, is a gorgeous variation on Bauhaus style. Look at those awesome curved curtain balconies, the round windows, the repeated geometric forms. Honestly, it makes me think of some photographs I've seen of Bauhaus-style apartment blocks in Tel Aviv.
Bauhaus architecture is a celebration of art, craft, form and function-- meant to be livable and practical, and also thoughtful, visually coherent, and accessible to folks of all means. It was a form of architecture that came out of the ashes of World War I in the brief, explosively creative period of the Weimar Republic.
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I absolutely love that this is the architectural form ANDOR is using for Ferrix-- it's working class. Deceptively plain, until you appreciate the sweep of the windows, the thoughtfulness and accessibility of space.
I especially love it, given its history. Because the Bauhaus movement, which began in the Weimar Republic, was outlawed under the Third Reich as part of what was identified as "degenerate art," because its emphasis on internationalism and working-class accessibility was deemed too communist and un-German.
I mean, it's not a freaking accident that the set designer, Luke Hull, decided to go with an architectural style outlawed by a fascist regime, yeah? Ugh, it's all so thoughtful.
I'm deeply interested to see what happens with the direct occupation of Ferrix in future episodes-- we're clearly headed back there at some point, and I'm interested to see what, if anything, happens to the physical space.
(Next time on SomeInstant Decides to Obsess About Architecture, we can talk about the Brutalism on Coruscant! IT'LL BE FUN!)*
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*Edited to add in the link to the Brutalism discussion, because y'all are bad influences.
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Some script details from the temple on Arcana. Seems to be almost like a variation of Norse Runes, or even Latin or Lydian alphabet. The one above it looks like Sumerian Cuneiform almost, but with squares instead of triangular wedges. I'm familiar with some languages, but I'm no expert, so thoughts are welcome! Will have to see if there's more information eventually. I really liked the design of the temple though. There seemed to be some Egyptian influence as well.
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multiversalexports · 2 months
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Coruscant Shift #1 - Deck
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Coruscant Shift is a variant form of Corellian Spike, invented for the the immersive Disney hotel Star Wars: Galactic Starcruiser launched at the Walt Disney World Resort in 2022.
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As well as the new rules and variant dice, a new card deck was designed for Coruscant Shift, intended to be a luxury goods version of the game, and was available for guests on the Starcruiser to purchase. Buyers have appreciated the look and feel of the deck, but it is not very hardwearing - the foil materials used in the design frequently begin to peel with time.
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The Coruscant Shift deck was more accessible for players because it used Roman numerals. Latin numerals and letters have in Star Wars have been glossed as a 'High Galactic Alphabet', used infrequently compared to Aurebesh, the written form of 'Galactic Basic'.
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In Legends material, 'High Galactic', explained Latin-language designations like 'X-Wing' and 'R2-D2', and was said to be descended from 'Old Tionese', which glossed the Greek alphabet, explaining the use of Greek letters Alpha to Omega.
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'High Galactic' language use was linked with the lore of 'High Human' culture in Legends, which explained human-centric elements of Star Wars and the lack of aliens in the ranks of Galactic Empire as a the product of racism and human supremacist ideology cultivated in by Imperial elites.
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ofri2005 · 8 months
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Almost all of the models for my animated short are ready! I'm very excited to make it! Stay tuned for more updates ☺️
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genkides-goki · 2 years
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I was looking at my ocs, I was looking at my new Star Wars obsession, and I was like… let’s fuse them !
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So first you have my OC Malyo, his boyfriend Sydnè (who belongs to @/takootake on instagram) and after you have the boyfriend of his boyfriend Joachim !
Right after you have the bad guy with his commander this commander is also one of my OC but like, when I’ve discovered Hux i was so like : what the hell they look quite the same sh*te !) and here we are :,)
The two last men are (in my original story) the boss of a criminal organisation, and still in Star Wars, but here they’ve infiltrated the senate !
So almost all their design are from real Star Wars design exept the bad guy with the mask and the dress of the penultimate !
Take care and hope you’ve fun as I do !!
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an-old-lady · 10 months
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Here's the notes on the Medieval Fantasy Star Wars au! I'll add to this as I do more. If you're new here, this is the saga of me drawing Star Wars but like what if it was Fantasy?
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stealingpotatoes · 19 days
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What do Luke, Leia, and more importantly PADMÉ (and the whole gang really) react to Anakin having siblings - and those siblings being literal Dathomiri Force Gods that Anakin also was instrumental in killing
can u imagine if they DIDN'T die tho
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(donation doodles! // tip jar)
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boggsart · 12 days
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I’ve decided to post all of the progress here as well, not just on instagram. Some people have asked to be tagged once I post some progress, but I can’t remember who they were. So if you wanna see future progress, let me know and I’ll tag you!
This one may not look too different from the previous one, but nothing really turned out the way I intended to.
The colors, the textures, the focus, the sounds, the camera, everything just seems so off, and oh boy the animation… this is the result of rushing and not knowing what I’m doing, just inserting keyframes, tweaking the graph editor and hoping for the best. So maybe signing up for this project wasn’t a great idea after all lol. Plus the datapad’s not even fully textured, you can literally see where I started adding details on the front, then for some reason I just left off lol
One thing I’ll definitely work on in the future is the menu itself, because if this project is for a graphic design thesis, then I might as well try to make the only thing that has something to do with it look more presentable. I’ll definitely be changing up the fonts, and I have some other ideas for the background as well.
But for now, I’ll move on to the remaining 5 character menu animations. Originally there were gonna be 5, not 7. At first I was randomly picking out the characters I wanted to make one for, then I realized, it’d probably be best, if each squad got one animation. The 501st gets Rex, the 212th gets Cody, the CG gets Fox, the 104th gets Wolffe, and the 241st gets Tukk. CF99 got Hunter but I really wanted to make one for Tech as well, since modeling and texturing him took the longest 💀
Once all of that’s done, I can finally move on to animating the trailer video. Which I’m terrified of, but oh well lol
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frost7077 · 6 months
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The 501st
I finally managed to finish the digital version of my second 501st drawing.
I think it out turned out pretty good with the coloring as well.
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omaano · 4 months
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Skyguy joins the Hades AU to Din's great distress
"How's Snips? And my Captain? I bet they've missed me all this time." "I don't know who you or those other people are, but you are scaring my kid."
They definitely missed him, but Rex sure as hell failed to mention his old General by name or description, so Din can be excused for a bit of rudeness just this once. He's looking for a Jedi to teach his kid, and since meeting Ahsoka he at least now knows that a lightsaber does not a Jedi make, please tone down the menacing looming, Anakin, and just help him, he's got a trinket from Rex in his pocket, he's cool. (Depending on the keepsake he runs with, Anakin is more or less likely to turn up as Vader instead to grant a boon only to make Din's life all the more difficult. So he is part Chaos, part just Disaster Lineage.)
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As promised: the 501st command is all here for this project by now, all done in the span of a few months, so they even look like they match :)
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derickbatista31 · 1 year
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Commander fox
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someinstant · 2 years
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Brutalism and High Modernism in ANDOR's Production Design
So about a week ago I wrote about how the production design of Ferrix was clearly coming from a Bauhaus school of design, and I might have threatened to write about the use of Brutalism on Coruscant, and some of you fools have encouraged me. So you have only yourselves to blame for this.
I hope you're happy with yourselves.
First, the disclaimer: while I have taught AP Art History in the past, and am a nerd about architecture, I am mostly an autodidact about this stuff. My areas of expertise are in history, anthropology, political science, and education. So please understand that I am not specifically trained in this, and when (not if) I get something incorrect, I'm always open to friendly and helpful correction.
Now. ONWARDS TO CORUSCANT!
I will admit, friends, that I am very much Not A Prequels Person, and I haven't watched any of the animated Star Wars series, so I can offer no points of comparison between ANDOR's depiction of Coruscant and other SW media. I can only work off of Luke Hull's vision of the galactic capital, and-- damn, that is no bad thing.
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We'll start with an aerial view from episode 7. As the camera soars over a portion of the endless city, we see the occasional building with strong geometric shapes-- such as the one on the above right-- that look like nothing so much as the Chrysler Building in New York City. I mean, look at those stacked triangular corner pieces and the metallic cladding on some of those curves! It's such a strong, unmistakable reference. Now, if you know your architecture, you'll be like, "But SomeInstant, this rant is supposed to be about Brutalism and High Modernism, and that's clearly an Art Deco reference!" AND YOU ARE CORRECT, MY FRIEND. Good eye!
Art Deco is an international style-- one of the first!-- that developed following World War I, reaching its height of influence in the late 1920s and early 1930s. It was associated with style, glamor, craftmanship, rich materials, and a sense of technology and progress. And it shares a common ancestor with Bauhaus designs-- they're both strongly influenced by the Vienna Secession movement. But while Bauhaus was about the accessibility and utility of design for the Common Man, Art Deco was fancy. The materials weren't your common brick or tile: it's chrome and ivory and inlaid tropical woods. Mon Mothma's apartment has some serious Art Deco references in it, if you want to look-- those pretty geometric white screen things between rooms? That's what I'm talking about.
So what we have here is a building that is speaking the same stylistic language as the buildings on Ferrix, but with a VERY different accent, and to a totally different audience. I would like to think that both the building we see here on Coruscant and, say, Maarva's home on Ferrix were built around the same time-- but the language of power and privilege and the physical reality of each are totally separate.
But what happens if we move lower? What if we stop just looking at the skyline, and adjust our gaze down a little?
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Now, this is Brutalism. (And also a killer shot, god damn.)
So. As an architectural and design form, Brutalism has its roots in post-World War II Britain, and is marked by a reliance on the plain, unadorned exposure of building materials such as concrete, steel beams, plate glass, exposed pipes, and bricks. In its emphasis on common materials, Brutalism is closely related to Bauhaus design. But Bauhaus uses more rounded shapes, and plaster or tilework to turn everyday materials into decoration. Brutalism foregoes that finish, however-- and it has a certain stark, clean appeal, especially when its done thoughtfully.
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Brutalism is a style of design that is often associated with public constructions: mass transit, public housing, libraries, universities, government offices. If you've ever been to Washington D.C., the Metro is a great example of this-- that coffered cement curve of the ceiling? Pure Brutalism. And this is because Brutalism could be a form of design that was simple and cost effective. At its best, Brutalist designs offered simple, affordable housing, and could be constructed relatively quickly. Personally, I really dig a lot of Brutalist architecture-- it can be amazing!
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But there are many, many criticisms of Brutalism as a design form: it can feel impersonal, cold, and flattening. It's very strongly associated with forced population movements: that is, the destruction of existing neighborhoods, and the mass relocation of people for convenience's sake. (That is, for the convenience of the state. We'll come back to this.) Take a look at Soviet-era apartment blocks, or the forcible relocation of the Inuit in Greenland in the 1950s-- the housing that was provided was typically Brutalist in its design. Thus, Brutalism has become historically associated with totalitarianism and the strong hand of the state, and the loss of individualism.
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Another reason why some folks object to Brutalism as a form is the exposure of construction materials like concrete can mean that the surfaces can become stained and discolored, or wear unevenly in some climates. The broad, flat surfaces can become the target of graffiti-- I mean, if you have a problem with that, which I don't, because it can be amazing and the only difference between graffiti and public art is usually the zip code and price tag. Actually, a lot of very cool Brutalist buildings are beloved not because of their designs, but because of the fact that they're perfect for murals. Check out much of downtown Atlanta or Mexico DF (especially the campus of UNAM) for evidence of this.
But I haven't seen a single mural or tag on any of the shots of Coruscant thus far: it's just sterile, industrial concrete as far as the eye can see. That's state control for you.
So, anyway-- that's a Very Good Thematic Reason to use Brutalism as the main design influence on the lower echelons of Coruscant. If the Art Deco skyscrapers are coming from the same lineage as the Bauhaus design on Ferrix and speak to the Empire's surface-level ambitions, the Brutalist underpinnings of the galactic capital show its organizational power.
Which leads us to High Modernism.
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High Modernism comes out of Brutalism, historically-speaking-- but as you might be able to guess, the materials used in its construction tend to be more polished than the unrefined, simple finishes of Brutalist architecture. No vast planes of concrete here: no, bring on the sheets of glass, the slabs of polished stone. There's still a strong geometric language at play, a lack of ornate decoration-- but there's a degree of sterility in High Modernism that isn't present in Brutalism.
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High Modernism is associated with the Cold War era of the late 1950s and 1960s-- and is therefore a DAMN good style choice for the ISB. My god. It's a design school that is all about technology and control: control over the environment, control over civic spaces, control over labor-- you name it.
The thing I associate with High Modernism above all else is the notion of state legibility: the idea that populations and spaces are organized into a structure that the state can read and therefore control. James C. Scott has a whole book about this, called Seeing Like a State. It's not my favorite of his works-- that would be Weapons of the Weak-- but his overriding thesis about how state policies of legibility are often destructive to culture and communities are worth coming back to. I mean, think about city and civil engineering, housing laws, city grids-- or Imperial sectors.
In our world, maybe the best example of High Modernism would be the work of Le Corbusier and his followers-- I mean, consider Brasilia! It's an artificially planned city, designed to reflect the aspirations of a growing nation: Ordem e Progresso, right? High Modernism tends to disregard historical realities, cultural practices, and the way people actually use spaces-- which, again, is exactly why Luke Hull is giving us this:
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It's almost like these folks at ANDOR are good at their damn jobs, or something.
(Join me next time on SomeInstant Talks About Architecture in Andor: Wait, Is Niamos Space Acapulco, or What?)
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This is truly stiff competition for the worst case of willful false equivalence we've ever seen.
So, for those not aware: Ongoing embarrassment to gamers and the gaming industry, Mark Kern (former lead on FireFall), has been desperately trying to get Gamergate 2 going on X/Twitter... well after others have given up. If you need to get caught up on Mark, I recommend this video by documentary maker and experienced game developer, Dead Domain:
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One of the latest fiascos in this mix has been the comparison of responses to character designs from Hades 2 (Aphrodite, left) and Stellar Blade (protagonist Eve, right). The post isn't by Mark, but is part of the general harassment campaign he's trying to lead.
If you're somehow not familiar with Aphrodite, she's the Ancient Greek goddess of love, lust and hot girl shit. It is absolutely perfect characterization for her to show up to a battle (or anything else) nude but for her hair teasingly covering the intimate parts of her body. But the buried lede here is, you don't fight her in Hades and nothing about Hades 2 indicates she'll fight there either, she just likes the aesthetic and has no reason not to indulge.
Stellar Blade will release on 26 April 2024, so we can't really give an informed discussion of her character. But what we do know is the studio head is the illustrator from Blade & Soul, Eve is described as being a member of "the 7th Airborne Squad" engaged in an "operation to reclaim the planet from the Naytiba", and the promotion material promises "an enthralling narrative filled with mature themes, mystery and revelation. Embrace the relentless pace, with no time to pause between moments where critical, story-changing decisions are made."
It's to be compared to games like Nier: Automata, Devil May Cry 5, Jedi: Fallen Order and Sekiro. And the screenshots look like this:
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And yeah, unlike Bayonetta she's not supposed to be an unstoppable force of nature (and fashion) who is immune to self-doubt, she's supposed to be the scrappy underdog last survivor of her team.
Weird they gave her a costume that conveys... the opposite of literally everything they're supposed to be trying to tell you about her.
-wincenworks
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