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> <channel><title>Artooz &#187; Articles</title> <atom:link href="http://www.artooz.com/category/articles/feed/" rel="self" type="application/rss+xml" /><link>http://www.artooz.com</link> <description>Global Art and Design Gallery</description> <lastBuildDate>Sat, 04 Feb 2012 07:30:28 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=</generator> <xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" /> <item><title>Tips to Make a Better Graphic Design Portfolio</title><link>http://www.artooz.com/articles/designer-tips/tips-to-make-a-better-graphic-design-portfolio/</link> <comments>http://www.artooz.com/articles/designer-tips/tips-to-make-a-better-graphic-design-portfolio/#comments</comments> <pubDate>Tue, 20 Sep 2011 12:40:39 +0000</pubDate> <dc:creator>Rick</dc:creator> <category><![CDATA[Designer Tips]]></category> <category><![CDATA[Articles]]></category> <category><![CDATA[featured]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=6690</guid> <description><![CDATA[For a graphic designer his portfolio is very much vital and it is inevitable for their professional accomplishments. He needs to have an online as well as a black and white copy to take along with him when he goes out for business talks and interviews. The portfolio must be scientifically prepared and arranged. Preparation [...]]]></description> <content:encoded><![CDATA[<p>For a graphic designer his portfolio is very much vital and it is inevitable for their professional accomplishments. He needs to have an online as well as a black and white copy to take along with him when he goes out for business talks and interviews. The portfolio must be scientifically prepared and arranged. Preparation of an attractive portfolio requires some techniques and tips. Though there are so many ideas different designers have put forward for effective portfolio preparation, there are so many debates also. There is not a fixed format or way of doing the portfolio as there is always difference in what the clients or the employers demand from a designer. Some tips can always be effective or helpful to the designers to<a
href="http://www.artooz.com/wp-content/uploads/2011/09/Interview_1.jpg"><img
class="alignright size-full wp-image-6691" title="Interview_1" src="http://www.artooz.com/wp-content/uploads/2011/09/Interview_1.jpg" alt="" width="210" height="179" /></a> prepare their portfolios.</p><h4><em><span
style="text-decoration: underline;">It is an opportunity</span></em></h4><p>Your portfolio is an opportunity for you to demonstrate that you are creative. So the portfolio must be creative. Approach the preparation of portfolio professionally. Make it a perfect blend of your skills, qualities, and achievements.</p><h4><em><span
style="text-decoration: underline;">Apply rationale in your portfolio</span></em></h4><p>Arrange your skills in a rationale order. It should be attractive as well as in a logical order. Never mix your skills with your general qualities. Skills must be professional and related to your works. You have to exhibit your enthusiasm in completing your works and applying your skills professionally in your areas of design works. You must have substantial evidences in your portfolio to exhibit your skills.</p><h4><em><span
style="text-decoration: underline;">Know your readers/ viewers</span></em></h4><p>Prepare your portfolio after understanding who will be your audience. An employer needs one pattern and your customer needs another. So you have to be very much careful in planning your portfolio based on the audience. You have to apply some logic when putting things together for your portfolio considering who will be making a perusal. For this your basic situation has a major role, because it decides to whom you are placing your portfolio and what you need out of your portfolio. So prepare your portfolio for a potential client or for a potential employer. If you are looking for a job in the design industry remember they will have a keen eye for the look of your work and will want to know what will be your contribution to each project. Your customer on the other hand will be looking at your experience and creativity. They will be very much keen the variety and marketability of the work.</p><h4><em><span
style="text-decoration: underline;">Do some pre-analysis or study before submitting</span></em></h4><p>When you have to present your work, have some pre analysis or studies to mould your presentation as per your audience’s expectation. This would help you to adapt well with the situation.</p><h4><em><span
style="text-decoration: underline;">Pick right projects</span></em></h4><p>You pick right and relevant projects from your total work before the audience. They should be selected based on various parameters especially as meeting yours and your audience’s expectations. Select only very creative works from your collection.</p><h4><em><span
style="text-decoration: underline;">Minimize the number and maximize the quality</span></em></h4><p>You have to ensure quality in presenting your portfolio. So try to minimize the number of works and enrich your works with qualitative projects. Select your best works to add in your portfolio. Highlight the areas that you would like to do.</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/designer-tips/tips-to-make-a-better-graphic-design-portfolio/feed/</wfw:commentRss> <slash:comments>2</slash:comments> </item> <item><title>The mistakes that the Designers must avoid</title><link>http://www.artooz.com/articles/designer-tips/the-mistakes-that-the-designers-must-avoid/</link> <comments>http://www.artooz.com/articles/designer-tips/the-mistakes-that-the-designers-must-avoid/#comments</comments> <pubDate>Mon, 25 Jul 2011 17:09:45 +0000</pubDate> <dc:creator>Rob Marccus</dc:creator> <category><![CDATA[Designer Tips]]></category> <category><![CDATA[design articles]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=6299</guid> <description><![CDATA[Learning from mistake is always an enlightening experience where as learning mistakes is the real drowning of career.  Some of the common mistakes that the designers generally make and which are to be avoided are discussed here with proper shortcuts to get rid of them. It is always wise to learn from the mistakes at [...]]]></description> <content:encoded><![CDATA[<p>Learning from mistake is always an enlightening experience where as learning mistakes is the real drowning of career.  Some of the common mistakes that the designers generally make and which are to be avoided are discussed here with proper shortcuts to get rid of them. It is always wise to learn from the mistakes at the right time. This will definitely help the professionals to strengthen their performance and they can accomplish new heights in their career. So let us grub up the mistakes to make perfection in our design works.</p><h3><em><strong><span
style="text-decoration: underline;">Speedy work than quality work: a mistake<a
href="http://www.artooz.com/wp-content/uploads/2011/07/74e71aaeff51c051_Fashion_Designer_C-1.jpg"><img
class="alignright size-medium wp-image-6303" title="74e71aaeff51c051_Fashion_Designer_C (1)" src="http://www.artooz.com/wp-content/uploads/2011/07/74e71aaeff51c051_Fashion_Designer_C-1-300x266.jpg" alt="" width="240" height="213" /></a></span></strong></em></h3><p>Finishing your works very fast is good and all organization or clients enjoy it too. But being very fast and not bothered about the quality of it is a dangerous thing. That can simply blemish your portfolio.  You are not going to gain out of a point where your speed is up and your quality diminishes.</p><p>Tips: You must go very fast in your works, but we must learn to apply breaks wherever necessary. That can make you more safe and authentic. Speed naturally increases with experience and by learning new things day by day. When you are engaged with a project where you can go in maximum pace you may proceed but make sure you have regular checks, and in certain technical areas you have reduce the speed and ensure the quality of work. So it better to have a mix of speed and accuracy approach in designing profession.</p><p>We need to have acceleration, gear systems, breaks, control checks, fueling, etc for a better drive of a designing project and they all are need to be in accurate time. Fueling means rest, enjoying the surroundings, etc for gathering the required energy for your free thinking and acting.</p><h3><em><strong><span
style="text-decoration: underline;">Narrow vision and imbalanced consideration</span></strong></em></h3><p>Suppose you have completed one of the major projects with your utmost sincerity and with extra care to the cover design. Then you have submitted to the customer who found a small mistake in the bottom line of middle page. What is the result? What will be your reaction and you will again put in peril. Preoccupations will haunt you till you get some other remarks or positive feedback from anybody else. This has happened because you might have concentrated more on the front page and not proper care was given to other parts. You were striving to make a singular part of the project so good, so perfect and attractive.</p><p><strong>Tips</strong>: Equally give importance to all the areas, you may take more time or attention to certain areas, but adequate attention must be given to all the parts without omission. Try to prepare a checklist and follow as per the list and if available make another person just go through the things and give you suggestions before finalizing. Give attention to all parts rather than attending the biggest piece alone.</p><h3><em><strong><span
style="text-decoration: underline;">Improper work load and engagement</span></strong></em></h3><p>Any creative design one person does is the real product of his own innovative thinking and clarity of imagination. If he is over occupied with so many things he lacks the above said major ingredients in his design world. The quality of his design works will be affected by his preoccupations and improper work schedule. This is to be limited to a proper workload with adequately sufficient and matured work schedule. The designer will lose his imagination and thinking if too many things are pooled for finishing at a time.</p><p>Tips: Be very much assertive in choosing your projects. You may have to say no to some of the project when you are over loaded with too many projects. It should not be money or fame that leads you in your career. You need to get time to think independently about your project and your areas of creativity.</p><h3><em><strong><span
style="text-decoration: underline;">Taking up all the events in the project alone</span></strong> </em></h3><p>When a project is entrusted you by a very well reputed organization, which was your dream too, you take it up wholly without a double thought. You have such a lot of works in that project like, modeling, photo shoot, voice recording, etc in a continuous sequel. You are also negotiating the budget with the organization, finding out the contractor, etc. If you are a freelancer your responsibility is too heavy.</p><p><strong>Tips:</strong> This problem can be solved by approaching this very scientifically and in an organized way. So schedule your daily time specifically and follow that time plan accurately and also find a system of organizing the roles so that it works best for you.  You may write down all the positions of a project and under those positions plan what needs to happen, when it should happen, and how long I have to do it. Mark you diary as per the schedule and block out your time specifically for what you have planned.</p><h3><em><strong><span
style="text-decoration: underline;">Over confidence and feeling of over shining </span></strong></em></h3><p>Some people never check the quality of their own works. They send their works directly to the customer immediately after completing their designing job even without checking whether it erroneous or not. It doesn’t mean that they are careless or any less valuable, but it’s not in their usual career to recheck their work. Some people are easily distracted and their minds wander here and there without focusing on a particular point. They set a timeline which they can never follow and then they usually struggle at the end of the timeline. The personality type of the designer can easily affect the whole episode of his career and works or products.</p><p><strong>Tips:</strong> Avoid a timeline which you can’t meet. Create a distraction free work environment or ambiance for your work and it should be your own choice. Some of the things you may have to avoid during your creative hour are distracting emails, unnecessary phone calls, etc. You may also collaborate with others who can provide you with so many creative ideas and suggestions.</p><h3><em><strong><span
style="text-decoration: underline;">Imaginary project roles</span></strong></em></h3><p>In certain cases there won’t be proper allocation or assigning of responsibilities. So each person in the team assumes their own responsibilities and work without any coordination. It becomes more dangerous for a designing job when there is no person to coordinate all the jobs or responsibilities. One who is responsible of lay outs need not to bother about the spelling errors in the matter. Sometimes nobody is assigned to check for errors. So the whole work will be in vein if the proper coordination is not there in the group projects.</p><p><strong>Tips:</strong> If it is a group project make sure that you are having proper guidelines regarding the type of job or responsibility you have to perform though out the project. Also help others with their own works and avoid redundancy. Also assign somebody to coordinate all the works and put them in right track for timely and successful completion of the project.</p><h3><em><strong><span
style="text-decoration: underline;">Improper or unclear communication</span></strong></em></h3><p>When there is a project discussion you need not necessarily understand everything about the project. Sometimes you may not get time to ask the doubts you have about the works. So you don’t have opportunity to clarify your doubts. You may have a lot of doubts which you could not communicate in time.  You could not get the real expectations of the customer. Then your works will be displaying your own meanings.</p><p><strong>Tips:</strong> Get time to communicate with your customer in detail. Clarify your doubts in the formal sessions if not possible try to arrange meetings in person. Adequate communication must be made prior to the beginning of the project work.</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/designer-tips/the-mistakes-that-the-designers-must-avoid/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>How to overcome creative block</title><link>http://www.artooz.com/articles/designer-tips/overcome-creative-block/</link> <comments>http://www.artooz.com/articles/designer-tips/overcome-creative-block/#comments</comments> <pubDate>Wed, 13 Apr 2011 12:34:19 +0000</pubDate> <dc:creator>Rob Marccus</dc:creator> <category><![CDATA[Designer Tips]]></category> <category><![CDATA[design articles]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=5188</guid> <description><![CDATA[Sometimes even the most talented and renowned artists feel that they are exhausted of creativity. The designers and Illustrators feel certain obstacles to their creativity. This article unfolds some of the techniques or tips to overcome those impediments. If you are a freelancer definitely you have to work it out immediately, because it can harm [...]]]></description> <content:encoded><![CDATA[<p>Sometimes even the most talented and renowned artists feel that they are exhausted of creativity. The designers and Illustrators feel certain obstacles to their creativity. This article unfolds some of the techniques or tips to overcome those impediments. If you are a freelancer definitely you have to work it out immediately, because it can harm even your confidence level. Enjoy reading an article on overcoming creative blocks.</p><h4><strong>Look for your previous works<a
rel="attachment wp-att-5189" href="http://www.artooz.com/articles/designer-tips/overcome-creative-block/attachment/creative-block/"><img
class="alignright size-full wp-image-5189" title="creative-block" src="http://www.artooz.com/wp-content/uploads/2011/04/creative-block.jpg" alt="" width="240" height="180" /></a></strong></h4><p>You can inspire yourself by looking at you own previous works. That can motivate you to think further. The line of imagination and thinking process will be enhanced by seeing those works.</p><p><strong> </strong></p><h4><strong>Let creativity be spontaneous</strong></h4><p>Never force yourself to be creative always, because you are using all your potentials to make yourself creative rather than being creative. You have to finish of your job without worrying about whether it is creative or not.</p><h4><strong>Follow something others consider very simple</strong></h4><p>Try to consider those things which others may consider simple, because they can give you better ideas. They are ideas which can be developed, but when you go behind big things remember they are already developed ideas.</p><p><strong> </strong></p><h4><strong>Concentrate on a single project at a time</strong></h4><p>Concentrate on a single project at a time and move to another after completing it, so that you can avoid clash of ideas and thoughts.</p><h4><strong>Read or watch something new</strong></h4><p>Every day find some time to read or watch new things. It can be either from books, media or from real world experience.</p><h4><strong>Keep your mind fresh</strong></h4><p>Keep yourself fresh to receive a lot of ideas and accommodate changes. A fresh mind can bring a lot of novelty in what you think and do.</p><p><strong> </strong></p><h4><strong>Relax yourself</strong></h4><p>Relax yourself every day and find time to engage yourself in relaxation techniques.</p><h4><strong>Avoid unnecessary comparison</strong></h4><p>Avoid comparing your works against the creativity of other people unnecessarily, but can have discussions and comments with other people.</p><h4><strong>Keep good contact with society</strong></h4><p>Society is the real source of new ideas and imaginations. You have to have good contact and interaction with real life situations, so that they can supplement you with real life situations.</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/designer-tips/overcome-creative-block/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Top 5 Batch Image Processors</title><link>http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/</link> <comments>http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/#comments</comments> <pubDate>Mon, 21 Mar 2011 13:59:52 +0000</pubDate> <dc:creator>Artooz</dc:creator> <category><![CDATA[web & Blogging]]></category> <category><![CDATA[Articles]]></category> <category><![CDATA[web & blogging articles]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=4697</guid> <description><![CDATA[If  you are a Web developer, Web designer or blogger, you have probably had to deal with the headache of converting many images to different sizes and formats. It’s not easy to convert all of them by hand. Batch image processing can reduce this difficulty by a few simple clicks.With batch image processing, you can [...]]]></description> <content:encoded><![CDATA[<p>If  you are a Web developer, Web designer or blogger, you have probably had to deal with the headache of converting many images to  different sizes and formats. It’s not easy to convert  all of them by hand. <strong>Batch image processing</strong> can reduce this difficulty by a few simple clicks.With  batch image processing, you can specify a size or file type, and then a  script runs to convert the images. You can process hundreds or  thousands of images with just a few clicks.Let’s take a look at Top 5 Batch Image Processors for both Mac and PC.</p><p>&nbsp;</p><h2><span
style="text-decoration: underline;">Phatch (Mac, Windows, Linux)</span></h2><p><span
style="text-decoration: underline;"><br
/> </span></p><p><a
rel="attachment wp-att-4698" href="http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/attachment/phatch/"><img
class="aligncenter size-full wp-image-4698" title="phatch" src="http://www.artooz.com/wp-content/uploads/2011/03/phatch.jpg" alt="" width="491" height="391" /></a></p><p><a
href="http://photobatch.stani.be/">Phatch</a> is  an <strong>open-source batch photo editor</strong> that can be used on Linux, Mac OS X and Windows. Phatch features an  excellent user interface that’s easy to use and understand. What makes  the tool different from other batch image processors is its  extensbility. If you know Python, you can create Phatch scripts to  perform some common Phatch actions on the fly.</p><p>Phatch handles all popular image formats and can <strong>duplicate (sub)folder hierarchies</strong>. It can batch resize, rotate, apply shadows, perspective, rounded corners and perform 35 further actions automatically.</p><h2></h2><h2><span
style="text-decoration: underline;">BIMP Lite (Win)</span></h2><p><span
style="text-decoration: underline;"><br
/> </span></p><p><a
rel="attachment wp-att-4699" href="http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/attachment/bimp/"><img
class="aligncenter size-full wp-image-4699" title="bimp" src="http://www.artooz.com/wp-content/uploads/2011/03/bimp.gif" alt="" width="467" height="390" /></a></p><div
id="prg_description"><div
id="intelliTXT"><div
id="desc_body"><p><a
href="http://bimp-lite.en.softonic.com/" target="_blank">BIMP Lite</a> is a small and simple batch processor for image  files, that allows you to perform various functions on multiple images.  It can be used to create thumbnail images from your pictures, add a  prefix/postfix (with meta variables), rename using a sequential number,  change the case of filenames, replace/remove spaces &amp; underscores,  flip or rotate images and also apply anti-aliasing, inverse, greyscale  and bevel effects.</p><p>Thumbnail resizing allows you to force a specified width or height  and keep the proportions, or define fixed image dimensions. Images can  have text overlayed on them at any corner or side, as well as the center  of the image. This text can include meta variables such as image  height, width, number of colours etc. In addition, the program can also  convert the file format to GIF, JPG, PNG, BMP, MIFF, TIFF, PCX or TGA.  All of the actions can be performed individually, or combined. BIMP now  also includes an FTP client, so you can automatically output images to a  remote server via the File Transfer Protocol.</p><h2><span
style="text-decoration: underline;">FastStone Photo Resizer (Win)</span></h2><p><span
style="text-decoration: underline;"><br
/> </span></p><p
style="text-align: center;"><a
rel="attachment wp-att-4703" href="http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/attachment/fs-2/"><img
class="aligncenter size-full wp-image-4703" title="fs" src="http://www.artooz.com/wp-content/uploads/2011/03/fs1.jpg" alt="" width="495" height="392" /></a></p><p><a
href="http://www.faststone.org/FSResizerDetail.htm">FastStone Photo Resizer</a> is a fairly robust image processor. The software is free for home users and runs on the Windows platform. <strong>It offers a nicer graphical interface than some of the other image processors</strong> and also supports droplets.</p><p>The  tool can convert and rename images in batch mode, resize, crop, change  color depth, apply color effects, add text, watermark and border effects  and rename images with a sequential number.</p><h2><span
style="text-decoration: underline;">QuickScale (Mac)</span></h2><p><span
style="text-decoration: underline;"><br
/> </span></p><p
style="text-align: center;"><a
rel="attachment wp-att-4704" href="http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/attachment/quickscale/"><img
class="aligncenter size-full wp-image-4704" title="quickscale" src="http://www.artooz.com/wp-content/uploads/2011/03/quickscale.jpg" alt="" width="500" height="409" /></a></p><p><a
href="http://www.codingmammoth.com/quickscale/">QuickScale</a> is  another Mac-only application that is simple and easy to use. Like photo  Drop, QuickScale has the ability to create “droplets” (saved resize  presets). It may not have as many features as some other batch image  processors, but it has all of the basics and has a short learning curve.  It’s perfect for the user who only needs <strong>basic batch image processing functionality</strong>. A license for QuickScale costs $11.99.</p><h2><span
style="text-decoration: underline;">Advanced Batch Converter (Win)</span></h2><p><span
style="text-decoration: underline;"><br
/> </span></p><p
style="text-align: center;"><a
rel="attachment wp-att-4705" href="http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/attachment/advanced_batch/"><img
class="aligncenter size-full wp-image-4705" title="Advanced_Batch" src="http://www.artooz.com/wp-content/uploads/2011/03/Advanced_Batch.jpg" alt="" width="500" height="327" /></a></p><p><a
href="http://www.batchconverter.com/">Advanced Batch Converter</a> is  a Windows-only program that can convert images to over 120 different  file formats on the fly and can convert over 25 different types of  images. Aside from the ability to convert images, <strong>the software can also do basic photo editing</strong>, such as cropping and resizing images. There is a 30-day free trial, and after that the software costs $<span
style="color: #000000; font-family: Geneva,Arial,Helvetica,sans-serif;">69.95</span>.</p></div></div></div> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/web-blogging/top-5-batch-image-processors/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Making of Battle: Los Angeles</title><link>http://www.artooz.com/featured-posts/making-of-battle-los-angeles/</link> <comments>http://www.artooz.com/featured-posts/making-of-battle-los-angeles/#comments</comments> <pubDate>Sun, 13 Mar 2011 14:56:19 +0000</pubDate> <dc:creator>Artooz</dc:creator> <category><![CDATA[Featured Posts]]></category> <category><![CDATA[Making Of Movies]]></category> <category><![CDATA[Behind the scenes]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=4548</guid> <description><![CDATA[Columbia Pictures presents in association with Relativity Media an Original Film production, Battle: Los Angeles. The film stars Aaron Eckhart, Michelle Rodriguez, Ramon Rodriguez, Bridget Moynahan, Ne-Yo, and Michael Peña. Directed by Jonathan Liebesman. Produced by Neal H. Moritz and Ori Marmur. Written by Chris Bertolini. Executive producers are Jeffrey Chernov and David Greenblatt. Director [...]]]></description> <content:encoded><![CDATA[<p>Columbia Pictures presents in association with Relativity Media an  Original Film production, Battle: Los Angeles. The film stars Aaron  Eckhart, Michelle Rodriguez, Ramon Rodriguez, Bridget Moynahan, Ne-Yo,  and Michael Peña. Directed by Jonathan Liebesman. Produced by Neal H.  Moritz and Ori Marmur. Written by Chris Bertolini. Executive producers  are Jeffrey Chernov and David Greenblatt. Director of Photography is  Lukas Ettlin. Production Designer is Peter Wenham. Editor is Christian  Wagner. Visual Effects Supervisor is Everett Burrell. Costume Designer  is Sanja Milkovi Hays. Music by Brian Tyler.</p><p
style="text-align: center;"><a
rel="attachment wp-att-4550" href="http://www.artooz.com/featured-posts/making-of-battle-los-angeles/attachment/battle_los_angeles_pster09-2/"><img
class="aligncenter size-full wp-image-4550" title="battle_los_angeles_pster09" src="http://www.artooz.com/wp-content/uploads/2011/03/battle_los_angeles_pster091.jpg" alt="" width="600" height="395" /></a></p><p>In Battle: Los Angeles, earth is under attack from unknown forces. As  people everywhere watch the world&#8217;s great cities fall, Los Angeles  represents the last stand for mankind in a battle no one expected.</p><p>For years, there have been documented cases of UFO sightings &#8211; Buenos  Aires in 1965, Seoul in 1983, France, Germany, China &#8211; but all of these  had official stories that covered up and dismissed these inexplicable  events. For example, on the night of February 24-25, 1942, with America  on nationwide alert following the bombing of Pearl Harbor, Angelenos  were wakened to air raid sirens. The 37th Coast Artillery Brigade fired  anti-aircraft shells at the flying craft over Santa Monica &#8211; some flying  very slowly, and others estimated to be traveling as fast as 200 miles  per hour. The shells did no damage to the crafts &#8211; only to the city  itself. Though there would be several official investigations and  conclusions explaining what exactly was in the sky over L.A. that night &#8211;  weather balloons, etc. &#8211; it has even been suggested that secret  government documents exist that show a divided opinion among military  experts. &#8220;I love how the real-life event just grounds the movie, says  producer Ori Marmur. &#8220;For the film, we decided that all previous UFO  sightings, including that one, were scouting missions&#8230; gearing up for  the coming invasion by unknown forces.</p><p><object
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type="application/x-shockwave-flash" width="560" height="349" src="http://www.youtube.com/v/tAdm9ssE6gk?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>&nbsp;</p><p>&#8220;Battle: Los Angeles is the exact type of movie I love to go to the  theater to see, and dreamed of directing, says Jonathan Liebesman, who  helms the story of one small group of people who find themselves taking  on an unimaginable foe.</p><p>The visual effects in Battle: Los Angeles created a number of challenges  for VFX supervisor Everett Burrell, and at the top of the list was the  concept of the film as Liebesman envisioned it: to tell the film from  the Marines&#8217; POV, Liebesman would employ handheld cameras, and it can be  a challenge to incorporate the effects into these shots. &#8220;He was very  upfront with the vendors: &#8216;I don&#8217;t want to hear any whining,&#8217; laughs  Burrell.</p><p>In Battle: Los Angeles, the City of Angels is destroyed  by unknown forces&#8230; and Everett Burrell. Preparing to do his worst,  Burrell flew in a helicopter between San Diego and Los Angeles, taking  digital photos of the southland &#8211; wide shots that would become the  background plates for the film for Burrell to use as a tool of his  trade. &#8220;Once Jonathan had chosen the shots he liked, we could add  smoke, fire, and city destruction, Burrell explains.</p><p>But making  the destruction was just the beginning &#8211; Burrell and his team were also  responsible for creating the destroyers. Liebesman collaborated with a  team of artists to create the aliens for Battle: Los Angeles and bring  his vision to life. &#8220;While I had a very clear idea of what I wanted for  the look of the aliens, the collaboration between concept artists and  our post-production team ensured the aliens became far more complex and  fascinating creatures than I could have ever imagined, says the  director.</p><p
style="text-align: center;"><a
rel="attachment wp-att-4551" href="http://www.artooz.com/featured-posts/making-of-battle-los-angeles/attachment/world_invasion_battle_losangeles/"><img
class="aligncenter size-full wp-image-4551" title="World_Invasion_Battle_LosAngeles" src="http://www.artooz.com/wp-content/uploads/2011/03/World_Invasion_Battle_LosAngeles.jpg" alt="" width="600" height="400" /></a></p><p>&#8220;It&#8217;s always difficult to get the design down because  there are endless possibilities, says Burrell. Of course, when  designing an alien, even the sky isn&#8217;t the limit: anything is possible.  Where to begin? And how do you know when you&#8217;re done? &#8220;We went through a  lot of different concepts with Jonathan to get the alien right &#8211; to get  what he envisioned. This is mainly due to the fact that it was such a  different type of thing we were going for. We wanted ours to be very  different, like nothing anyone&#8217;s ever seen before. CGI allowed us to  tinker with the look all through production, until he was completely  satisfied.</p><p>Moritz agrees. &#8220;We went through a very comprehensive  alien development stage. During pre-production, we looked at many, many  different alien designs. We obviously didn&#8217;t want to duplicate anything  that had been done in other movies, but we also wanted to make sure  that our aliens were believable in a way that actually made sense for  our story &#8211; why they came here, what they were looking for, how they  were able to defend themselves, what made them a better, stronger  opponent for our armed forces. Jonathan came in with a really cool,  unique, scary alien &#8211; when we finally had the design, we brought in a  huge, life-size alien to show the studio, it was a great feeling to know  that we had nailed it. Everyone was every enthusiastic.</p><p>&nbsp;</p><p><object
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name="movie" value="http://www.youtube.com/v/W1ZVTTcjopE?fs=1&amp;hl=en_US&amp;rel=0" /><param
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name="allowscriptaccess" value="always" /><embed
type="application/x-shockwave-flash" width="560" height="349" src="http://www.youtube.com/v/W1ZVTTcjopE?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>&nbsp;</p><p>CGI can  do a lot of things, but sometimes, an effect is best achieved with a  physical prop. On Battle: Los Angeles, this was true for the alien  autopsy sequence, in which the Marines see up close what the aliens are  made of and figure out how they can stop them. &#8220;I come from creature  effects, makeup effects, says Burrell. &#8220;Our full-scale alien really is  the best way to get the effect when it has to interact with the actors  closely.</p><p>&#8220;Jonathan was very involved in the creature effects &#8211;  the look of the alien, how he wanted it to react, what he wanted it to  feel like, says Alien Creature FX Department Head Joel Harlow, who was  charged with heading the team that created the physical creature effects  on the movie. Even once the design had been finalized, Liebesman was  involved with casting parts &#8211; what would be silicone, or skin, or bone,  or metal.</p><p>At the end of the day, the physical alien for the  autopsy was an impressive presence. &#8220;The autopsy alien is about eight  feet tall, with a 20-foot-long tentacle coming out of its leg. When they  drag this thing, there&#8217;s a residual trail of blood and goo. They bring  that in, throw it down in the interior of the police station, cut it  open and do an autopsy on it and that&#8217;s a separate element &#8211; every time  that the cast interacts physically with one of these aliens, it&#8217;s  something that we have made.</p><p>For the aliens&#8217; aircraft, the  design began with a happy accident. &#8220;Jonathan was playing around with  the visual effects and, by mistake, there was a large ship with a  separate piece broken off, says Burrell. They liked that idea &#8211; and in  the end, the UFO became a ship composed of nine smaller drones -&#8221;like a  pizza cut into slices, Burrell explains. &#8220;They&#8217;ll destroy the world in  thirty minutes or less or your money back.</p><p>(Source: Sony Pictures Digital Inc., Edited and compiled by<strong> Team-Artooz</strong>)</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/featured-posts/making-of-battle-los-angeles/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Interviews of World&#8217;s Top Five Designer Bloggers</title><link>http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/</link> <comments>http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/#comments</comments> <pubDate>Thu, 03 Feb 2011 04:54:28 +0000</pubDate> <dc:creator>Artooz</dc:creator> <category><![CDATA[Designer Tips]]></category> <category><![CDATA[Articles]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=3963</guid> <description><![CDATA[Blogs have become a great resource for designers for a long time and there are tons of useful tips and tricks you can absorb and use for your own works.If you are a web/graphic designer working for agencies as an employee or a freelancer, enjoying the freedom of working from home. However, you will find [...]]]></description> <content:encoded><![CDATA[<p>Blogs have become a great resource for designers for a long time and  there are tons of useful tips and tricks you can absorb and use for your  own works.If you are a web/graphic designer  working  for agencies as an employee or a freelancer, enjoying the freedom of   working from home. However, you  will find no matter what you do,   learning will never stop and in fact,  it’s the only way you can improve   and survive in this competitive  industry.</p><p>The webmasters of those design blogs are designers, but they’re also  entrepreneurs – they have turned their blogs into huge communities,  loved by millions of people around the globe.</p><h4><a
href="http://designm.ag/interviews/walter-apai/" target="_blank">Interview with Walter Apai of Webdesigner Depot</a></h4><p>I’m sure most of you are familiar with the popular design blog <a
href="http://www.webdesignerdepot.com/">Webdesigner Depot</a>.  In much less than a year WDD has become one of the leading blogs in the  niche. I recently had a chance to interview the man behind WDD, Walter  Apai.</p><p
style="text-align: center;"><a
rel="attachment wp-att-3965" href="http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/attachment/wdd-500x225/"><img
class="aligncenter size-full wp-image-3965" title="WDD-500x225" src="http://www.artooz.com/wp-content/uploads/2011/02/WDD-500x225.jpg" alt="" width="500" height="225" /></a></p><h4><a
href="http://brandfreeze.com/interview-with-david-leggett-founder-of-tutorial9/" target="_blank">Interview with David Leggett: Founder of Tutorial9.net</a></h4><p>David Leggett is a designer, blogger, and founder of Tutorial9; a  leading website that provides Photoshop, Web Design, and Photography  tutorials. David shares his experience in developing and growing  Tutorial9, and provides advice for bloggers who are just getting  started.</p><p
style="text-align: center;"><a
rel="attachment wp-att-3966" href="http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/attachment/tutorial9-500x225/"><img
class="aligncenter size-full wp-image-3966" title="tutorial9-500x225" src="http://www.artooz.com/wp-content/uploads/2011/02/tutorial9-500x225.jpg" alt="" width="500" height="225" /></a></p><h4><a
href="http://www.fuelyourcreativity.com/interview-with-fabio-sasso/" target="_blank">Interview with Fabio Sasso</a></h4><p>You may be familiar with Fabio’s blog, Abduzeedo and his company site,  Zee in Brazil with business partner, Fabiano Meneghetti. His design  focus is on Graphic and Web design (he is very talented and I admire his  work!), he also does regular tutorials for PSDTuts.</p><p
style="text-align: center;"><a
rel="attachment wp-att-3967" href="http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/attachment/abduzeedo-500x225/"><img
class="aligncenter size-full wp-image-3967" title="abduzeedo-500x225" src="http://www.artooz.com/wp-content/uploads/2011/02/abduzeedo-500x225.jpg" alt="" width="500" height="225" /></a></p><h4><a
href="http://spyrestudios.com/interview-with-steven-snell-from-vandelay-design-designm-ag/" target="_blank">Interview With Steven Snell From Vandelay Design &amp; DesignM.ag</a></h4><p>Here’s the interview with Steven, I hope you like it! Make sure you stop by in the comment  section and feel free to ask Steven questions! <img
src='http://www.artooz.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p><p
style="text-align: center;"><a
rel="attachment wp-att-3970" href="http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/attachment/designmag-500x225/"><img
class="aligncenter size-full wp-image-3970" title="designmag-500x225" src="http://www.artooz.com/wp-content/uploads/2011/02/designmag-500x225.jpg" alt="" width="500" height="225" /></a></p><h4><a
href="http://vector.tutsplus.com/articles/interviews/interview-with-nick-la/" target="_blank">Interview with Nick La</a></h4><p>I am very excited to present today’s interview with Nick La. Nick is a  well known freelance illustrator and web designer based in Toronto. He  is the founder of N.Design Studio, and popular blog Web Designer Wall,  Design Jobs on the Wall, and Best Web Gallery. He also recently launched  his new site Icondock exclusively dedicated to icons.</p><p
style="text-align: center;"><a
rel="attachment wp-att-3982" href="http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/attachment/ndesignstudio-500x225-2/"><img
class="aligncenter size-full wp-image-3982" title="ndesignstudio-500x225" src="http://www.artooz.com/wp-content/uploads/2011/02/ndesignstudio-500x2251.jpg" alt="" width="500" height="225" /></a></p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/designer-tips/interviews-of-worlds-top-five-designer-bloggers/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>The Making Of TRON: Legacy (2010) Movie</title><link>http://www.artooz.com/featured-posts/the-making-of-tron-legacy-2010-movie/</link> <comments>http://www.artooz.com/featured-posts/the-making-of-tron-legacy-2010-movie/#comments</comments> <pubDate>Tue, 14 Dec 2010 07:41:15 +0000</pubDate> <dc:creator>Artooz</dc:creator> <category><![CDATA[Featured Posts]]></category> <category><![CDATA[Making Of Movies]]></category> <category><![CDATA[Behind the scenes]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=3126</guid> <description><![CDATA[TRON: Legacy, a high-tech adventure set in a digital world that is unlike anything ever captured on the big screen. Directed by Joseph Kosinski, “TRON: Legacy” stars Jeff Bridges, Garrett Hedlund, Olivia Wilde, Bruce Boxleitner, James Frain, Beau Garrett and Michael Sheen and is produced by Sean Bailey, Jeffrey Silver and Steven Lisberger, with Donald [...]]]></description> <content:encoded><![CDATA[<p><strong>TRON: Legacy</strong>, a high-tech adventure set in a digital world that is unlike anything ever captured on the big screen. Directed by Joseph Kosinski, “TRON: Legacy” stars Jeff Bridges, Garrett Hedlund, Olivia Wilde, Bruce Boxleitner, James Frain, Beau Garrett and Michael Sheen and is produced by Sean Bailey, Jeffrey Silver and Steven Lisberger, with Donald Kushner serving as executive producer, and Justin Springer and Steve Gaub co-producing. The “TRON: Legacy” screenplay was written by Edward Kitsis and Adam Horowitz; story by Edward Kitsis &amp; Adam Horowitz and Brian Klugman &amp; Lee Sternthal; based on characters created by Steven Lisberger and Bonnie MacBird.</p><p
style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/12/TRON-LEGACY_POSTER.jpg"><img
class="aligncenter size-full wp-image-3136" title="TRON LEGACY_POSTER" src="http://www.artooz.com/wp-content/uploads/2010/12/TRON-LEGACY_POSTER.jpg" alt="" width="600" height="200" /></a></p><p>Joseph Kosinski is very clear in defining his approach to the making of “TRON: Legacy”: “My goal was to really make it feel real. I wanted it to feel like we took motion picture cameras into the world of TRON and shot it. So I wanted to build as many sets as possible. I wanted the materials to be real materials: glass, concrete, steel, so it had this kind of visceral quality to it.”</p><p>To achieve the exciting, iconic look for “TRON: Legacy,” Kosinski gathered around him artists from diverse disciplines. “We pulled people from the world of architecture, from automotive design, people who have never worked in movies before. We flew people in from all over the world,” says Kosinski.</p><p>Kosinski and his team knew they would be pushing the boundaries of what current effects technology can achieve to make “Legacy” in the spirit of “TRON.” The result is a complicated blend of techniques, from blue screen to 3D cameras, that Kosinski and his team have melded together for the film. Kosinski explains, “I’m going more on instinct rather than experience, but a lot of the technology we’re using is stuff I’ve used bits and pieces of in commercials. However, this is the first time we’re using it simultaneously at this scale.”</p><p
style="text-align: center;"><object
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name="src" value="http://www.youtube.com/v/5jugB5rYOOg?fs=1&amp;hl=en_US&amp;rel=0" /><param
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type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/5jugB5rYOOg?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>In addition to the technological complexities of “TRON: Legacy,” it is also produced in 3D. As Bailey comments, “3D is definitely a challenge technically; the cameras are bigger and heavier and there are a lot of extra variables that you have to take into account, so it definitely slows the process down. But I think it’s a great reason to go to the movies because it’s an experience that you just can’t recreate on an iPhone or your laptop or at home.”</p><p>Kosinski continues, “It is a lot more work to shoot in 3D; the VFX are being finished in 3D, which is also a challenge. Having to create separate imagery for both eyes makes it that much more work.”For shooting “TRON: Legacy” in 3D, the filmmakers employed the newest generation of camera, built specifically for them, and used a 3D technique that is a combination of technologies—completely digital motion-capture of a character and the live-action camera system.</p><p>The filmmakers and designers of “TRON: Legacy” let their creativity soar to develop an exciting aesthetic for the film that would immerse audiences in a stunning visual landscape never before seen—or imagined.With director Joseph Kosinski at the helm to steer the film’s look and Darren Gilford tapped as production designer, it was clear to both of them that keeping the first film’s spirit alive was key. “The first film established a look that was so iconic,” Gilford explains, “and a lot of that was because of the limitations of the computer, what they really could do back in the ’80s. It was very geometric, very simplistic. With the computer technology we have now, it’s limitless what we can do. But we made a conscious decision that we would not go totally organic. We’d soften shapes and forms where we could, but we would definitely try and maintain those basic ‘TRON’ geometric shapes.”</p><p>To accomplish this, heavyweight talents were required, including concept artist David Levy. It was his job to convert Kosinski’s ideas to drawings and designs and establish the new film as its own world. “Joe’s vision evolved the visuals from the first film. He wanted the Grid to feel exactly like our reality, but with a twist,” Levy says.<br
/> Kosinski’s aim was to blend the real and the unreal without anyone noticing. “I don’t want the audience to know where the line rests, so sometimes I’m going to shoot everything completely practical, and then sometimes, it will be one practical set piece surrounded by blue screen. And if we do it right, it should be unnoticeable; it should be seamless,” says Kosinski.</p><p>In this respect, “TRON: Legacy” strays far away from the original. “The marriage of photorealistic computer-generated images and actual practical sets really gives you a sense of the world that you’re in,” says Jeff Bridges. “In the original ‘TRON’ we didn’t have that because it was basically black duvetyn with white adhesive tape marking things; we never got the feeling of where we actually were. There’s nothing like walking onto the set for the first time and seeing it all dressed.”</p><p>Twenty to 25 designers in various art departments churned out concepts and from those Kosinski and his team created the sets—from real-world locations, mixtures of real architecture with blue screen, to fully digital sets. Gilford estimates that there are between 60 and 70 unique settings in the film, split between 15 impressive fully-constructed sets and varying levels of computer-created landscapes.</p><p>Finally, since “TRON: Legacy” will be released in 3D, filmmakers were confronted with a unilateral challenge, one which would influence every decision made on the visual aspects of the film. Production designer Gilford says, “There are certain aspects that we had to design around and certain rules we had to obey. For example, when moving the 3D camera rig, one camera could reveal a light source a split second before the other. It can be a nightmare.”</p><p
style="text-align: center;"><object
classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param
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name="src" value="http://www.youtube.com/v/PBn8vhZ0cEY?fs=1&amp;hl=en_US&amp;rel=0" /><param
name="allowfullscreen" value="true" /><embed
type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/PBn8vhZ0cEY?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>Much care and foresight was also taken in the production design to incorporate iconic images from the mythology of “TRON.” For example, the art department incorporated many of the original film’s images and props into Flynn’s secret lab beneath the arcade. Those with a sharp eye will recognize the Master Control Program desk caddy from the original film, the tabletop computer interface and a condensed version of the Shiva laser, which takes Sam into the Grid. Others will make out a map of the Grid embedded in the code of the background image and Sam’s drawings from childhood on the wall.</p><p>While creating the look wasn’t always easy, Gilford admits that it proved to be immensely gratifying: “For a designer, this was a dream, and for my team as well. I really felt that we were able to assemble one of the most unbelievable art departments for ‘TRON: Legacy.’ It was incredibly challenging—but we had a blast doing it.”</p><p>The most important unifying element in the Grid is light. “In our film light links everything together. There are ribbons of light that form beneath the street then crawl up sidewalks and buildings, continuing for miles up into the city,” comments production designer Gilford. “Streetlights arise out of and wrap over the street to give the illusion they’re cradling the street.”</p><p>At the End of Line Club at the top of the Grid’s mile-high skyscraper, light is embedded in almost every surface: ribbons of light wrap around the floor and ceiling and around the booths. Even the drinks are illuminated. And the club’s roof and walls are glass, offering a view of the city lights and the beacon of the distant portal.But the element of light is perhaps best identified in the lit suits, which were a challenge to construct. Lead concept artist Neville Page and director Kosinski believed the suits they conceived could be made and shot “practical,” that is, without the use of CGI—so the designers went to work to make them a reality.</p><p
style="text-align: center;"><object
classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param
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type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/q7KK3Pl7A9c?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>In the end the lighted suits were created by using electroluminescent lamps made from a flexible polymer film. Most of the form-fitting suits were made out of foam latex, but the Sirens’ suits were made by spraying balloon rubber over spandex, giving an incredible, super-sleek shape. The actors wearing those suits had to be severely compressed within the suits to compensate for the bulk of the electronics.</p><p>“In addition to the main cast costumes,” adds Christine Bieselin Clark, who worked with the film’s costume designer Michael Wilkinson, “we also built all of our background costumes. Once you go into the Grid, everybody has some element of light. We ended up making over 140 foam suits, which there is no precedent for&#8221;.The body-molded suits with their distinct lighting patterns are influencing clothes and shoe designers, with “TRON: Legacy” fashion elements showing up on runways and in fashion magazines. The distinctive hairstyles, such as upswept hair, and the bold eye-makeup treatments are setting new style trends around the world.</p><p>Lightcycles are an important and vital part of the TRON mythology. One of the designers who worked on the sleek, reconfigured Lightcycles in “TRON: Legacy” is Daniel Simon, a former car designer for Bugatti, who used, as a basis, the original sketches by Syd Mead, the designer of the Lightcycles for “TRON.”</p><p>Simon explains the challenges: “A Lightcycle forms a visual unit with its rider. His helmet and body become part of the bike design and stance—but you still need to give him freedom to move. That’s not in your catalogue; you have to start from scratch.” Moreover, adds Simon, “The Lightcycles are created out of a baton, so I had to design the entire inside of the bike, every screw and gear, so Digital Domain could transform it in animation. That was interesting, developing the look of how a vehicle might grow.”</p><p>Other vehicles in “TRON: Legacy” include the Light Runner, on the Grid a powerful racing car but in the Outlands a tough off-roader; the Recognizer, a huge, U-shaped vehicle that roams the streets looking for wayward programs; Solar Sailers that are flying cargo ships; and Clu’s Rectifier battleship, which is three times larger than any aircraft carrier in the real world, holding Clu’s entire army.</p><p
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type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/ivxGVHaAdnY?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>And while one would expect these amazing vehicles to be entirely computer-generated creations, many were also practically built for certain scenes, in keeping with Kosinski’s desire to constantly blur the line between CGI and reality. The filmmakers contracted a company called Wild Factory, who builds prototypes for Volkswagen, to take on the task of bringing some of the vehicles to reality.</p><p>On the back of every illuminated suit is a light disc and as in “TRON,” the discs play very significantly in “TRON: Legacy.” The light disc represents the power source, essence and memory bank of every program.Used as a weapon, it will return to its user like a boomerang. The light discs that were created for the film consist of 134 LED lights, are radio-controlled and attached to the light suits with a magnet. They also house the batteries and electronics that power the light suits.</p><p>For Grid-dwellers the baton is an important piece of equipment that can be used as a weapon or to store huge amounts of data and utility programs, and by keying in codes, it can create a Lightcycle or other vehicle around the user. As director Kosinski explains,“The baton is the Swiss army knife of this world. It can form any number of vehicles and it can also form different weapons depending upon your specialty.”</p><p>“TRON: Legacy” is a showcase for today’s technology and features some firsts in cinematic history: It is the first 3D movie to integrate a fully digital head and body to create the younger version of Jeff Bridges&#8217; character; the first to make extensive use of self-illuminated costumes; the first to create molded costumes using digital sculpture exclusively, creating molds directly from computer files using CNC (Computer Numerical Cutting) technology; and the first 3D movie shot with 35mm lenses and full-35mm chip cameras.</p><p>“TRON: Legacy” took the technology known as facial capture to an extraordinary new level. Using a 3D scan of Jeff Bridges, a mold of his face was built and from that a mask was made with 52 holes in it, acting as a template for the facial marker dots tracked by four lipstick cameras attached to a carbon-fiber custom helmet. Meanwhile, a three-dimensional digital version of Bridges was created by Digital Domain using dozens of photographs of Bridges in his early 30s, its movements correlated with the 52 facial markers on the performance mask.It was the filmmakers’ biggest technical hurdle. As director Kosinski says, “I don’t think there is anything more difficult than creating a digital human that’s going to be in the same scene with other real human beings. And to top that off, it’s a digital human that people know…and we must capture all the charisma and personality of Jeff Bridges.”</p><p>When playing Clu, Bridges had the 52 markers drawn on his face and wore the Helmet Mounted Camera (HMC); his facial movements fed into the computer and were used to control the expressions and movements of the digital head. Thus, the digital performance of a younger Bridges was controlled by the real Bridges’ performance, as if the younger Bridges were actually on screen. The information sent to the computer made it possible to instruct the digital head to speak and emote in the exact same way Jeff Bridges would on set.</p><p>“Clu had to look, feel, breathe and act exactly like the young Jeff,” comments Academy Award® winner Eric Barba, the film’s visual effects supervisor. “Jeff gave us some really great performances to do that with, but it had to be a believable, realistic human—and in this case a perfect early-1980s Jeff Bridges. We took our E-motion Capture technology and pushed it far beyond anything we’ve done. It raised the bar higher than we’ve seen before.”</p><p>“TRON: Legacy” is the first film to use the Helmet Mounted Camera in live action, allowing the actor to interact with others in the scene. The technique, as producer Sean Bailey points out, “enabled us to come up with scenes that weren’t possible. And we had a different challenge than ‘Benjamin Button’: what Brad Pitt looks like at eighty years old is speculative, but most people know what Jeff Bridges looked like when he was in ‘Against All Odds,’ so we had to match that. It wasn’t just technology for technology’s sake; it enabled us to write in a whole new way.”</p><p>As technology strives to create ever more realistic immersive experiences, the question arises as to how far the integration of humans and computers can really go. Does the premise of “TRON: Legacy” bear any relation to reality? The filmmakers wanted the movie to be grounded in a sense of reality and have a sense of scientific truth. They felt if the audiences feel there is some underlying scientific premise that has been broken, then the story won’t feel real.So through producer Jeffrey Silver the filmmakers reached out to the National Academy of Sciences’ Science and Entertainment Exchange to advise them, asking questions like: Could you inject a digital version of a human being into a computer? And, could a digital personality be reconstituted into human form? They brought scientists in for a roundtable discussion just to talk about some of the fundamental concepts of “TRON: Legacy.”</p><p>The answers surprised them. It seems that if one had enough computing power and employed the principles of quantum physics in a theoretical process known as quantum teleportation, then it could happen. “We were delighted; it set off our imaginations. Science fiction is not supposed to be reality; it’s an extrapolation of what is possible, intended to ignite the imagination,” says Silver.</p><p
style="text-align: center;"><object
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name="allowFullScreen" value="true" /><param
name="allowscriptaccess" value="always" /><param
name="src" value="http://www.youtube.com/v/1-9jjgzieMU?fs=1&amp;hl=en_US&amp;rel=0" /><param
name="allowfullscreen" value="true" /><embed
type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/1-9jjgzieMU?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>The 3D experience of “TRON: Legacy” will bring viewers into the Grid, and along for the ride, more than any other film in cinematic history. Using the next generation of 3D technology developed after “Avatar,” “TRON: Legacy” will allow the audience to experience the digital grid and be part of the action in the highly stylized landscape.</p><p>The “TRON: Legacy” audiences will discover an exciting, evolved grid that pulsates with the latest technology, stunning visual effects and leading-edge design. With an insightful father-son story that’s grounded in cultural reality, a strong, relatable female lead and a unique, one-of-a kind style, “TRON: Legacy” blends what’s real with super-imaginative, eye-popping visuals and 3D action.</p><p>(Source : <strong><em>Walt Disney Pictures</em></strong> , Compiled and Edited by <strong>Team- Artooz</strong>)</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/featured-posts/the-making-of-tron-legacy-2010-movie/feed/</wfw:commentRss> <slash:comments>7</slash:comments> </item> <item><title>Making of Skyline (2010) Movie</title><link>http://www.artooz.com/featured-posts/making-of-skyline-2010-movie/</link> <comments>http://www.artooz.com/featured-posts/making-of-skyline-2010-movie/#comments</comments> <pubDate>Sun, 21 Nov 2010 15:35:44 +0000</pubDate> <dc:creator>Artooz</dc:creator> <category><![CDATA[Featured Posts]]></category> <category><![CDATA[Making Of Movies]]></category> <category><![CDATA[Behind the scenes]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=2697</guid> <description><![CDATA[In the sci-fi thriller Skyline, strange lights descend on the city of Los Angeles, drawing people outside like moths to a flame. Once outdoors, a terrifying extraterrestrial force begins to swallow the entire human population off the face of the Earth.With Skyline, visual-effects masters The Brothers Strause (AVPR: Aliens vs. Predator-Requiem)-whose company Hydraulx has imagined [...]]]></description> <content:encoded><![CDATA[<p>In the sci-fi thriller Skyline, strange lights descend on the city of  Los Angeles, drawing people outside like moths to a flame. Once  outdoors, a terrifying extraterrestrial force begins to swallow the  entire human population off the face of the Earth.With Skyline, visual-effects masters The Brothers Strause (AVPR:  Aliens vs. Predator-Requiem)-whose company Hydraulx has imagined visual  effects for Avatar, 2012, Iron Man 2, The Curious Case of Benjamin  Button and 300-have directed, produced and financed an independent film  of epic proportions.</p><p
style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/11/Skyline-Movie.jpg"><img
class="aligncenter size-full wp-image-2699" title="Skyline-Movie" src="http://www.artooz.com/wp-content/uploads/2010/11/Skyline-Movie.jpg" alt="" width="576" height="324" /></a></p><p>The behind-the-scenes production team includes cinematographer  Michael Watson (A Perfect Getaway), editor Nicholas Wayman Harris  (Sinner), production designer Drew Dalton (The Big Jump), costume  designer Bobbie Mannix (The Texas Chainsaw Massacre) and composer  Matthew Margeson (Burning Palms). Creatures for the film are designed by  the team of Alec Gillies &amp; Tom Woodruff, JR. (AVPR: Aliens vs.  Predator-Requiem).</p><p>Since their teens, brothers Colin and Greg Strause (collectively known  as the Brothers Strause) have been immersed in the world of visual  effects. They began their careers crafting VFX for music videos and  commercials and created their firm, the Santa Monica, California, based  Hydraulx, as a full-service VFX house. After several years directing  shorter-form projects, they were hired to helm the latest chapter in the  blockbuster franchise that pits brutal aliens against galactic  predators: 2007&#8242;s AVPR: Aliens vs. Predator-Requiem. When they  considered making another film, they knew it would only happen if they  could craft it in-house and control every aspect of production.</p><p>A few weeks before Thanksgiving in 2009, the brothers were having lunch  with longtime animation supervisor of Hydraulx, Joshua Cordes, and  frequent writer of their music videos and commercials, Liam O&#8217;Donnell.  They began to discuss ideas for a project they could entirely create  within their own team.</p><p
style="text-align: center;"><p
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type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/fS77dek-RlY?fs=1&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p><p>Director Colin Strause elaborates on the film: &#8220;It&#8217;s a visually  powerful epic alien-abduction movie with a great character story and  heart. The premise is mass abduction on a global scale. For example,  most people driving on a freeway who see an accident would look at the  wreck. If some entity used these instinctual weaknesses against us, then  it would wipe us out instantly. The event makes everyone equal.  Everything flatlines at that point, and they are trying to survive what  could be the end of the Earth.</p><p>As the team discussed ideas for the brothers&#8217; first &#8220;homegrown film,  they fleshed out the idea of what would happen when hundreds of  thousands of people were enticed outside to stare up at the sky, just  before they are sucked into alien ships and Earth becomes a vacant lot.  They knew they could deliver the iconic visuals that had made Hydraulx  the go-to group for VFX, but they also realized they had to answer big  questions for the audience. Once all the people have been abducted, what  happens to them? What do the people who are left to survive do next?</p><p>Colin Strause reflects that what most interested his brother and him  was that there would be no compromise on their vision with Skyline, as  they had the capabilities to make an independent film with enormous  scope. &#8221; One of the coolest things about what the filmmakers behind  Paranormal Activity did was that they just did it themselves, Colin  Strause says. &#8221; They didn&#8217;t have to answer to anyone. We thought, &#8216;We  could do that, but we could do that 100 times bigger&#8230;because we have  an effects studio, we&#8217;ve worked on almost 70 movies and we own our own  equipment.</p><p
style="text-align: center;"><object
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/> While many sci-fi thrillers are set and shot at night to compensate  for any issues with the inevitable CGI, it was important to the  brothers to showcase the terror during the day. They felt confident  their work on dozens of big-budget films had prepared them to pull it  off. States Colin Strause: &#8220;We combined the scale of an event movie  with the action of an invasion film. Having people watch as dozens of  motherships are sucking up millions of people off the face of the  Earth&#8230;that&#8217;s something you have to see during the day. At nighttime,  that wouldn&#8217;t look like much. In the daytime, there&#8217;s a constant  reminder that there&#8217;s nowhere else you can go.</p><p>When deciding upon the best method to meld the live-action performances  with the aliens&#8217; attacking the City of Angels, the brothers decided that  they didn&#8217;t want to use green screens to re-create the action. Rather,  they chose to rely on the specificity of their lightweight RED cameras  to film everything. According to Colin Strause: &#8220;One of the big things  we&#8217;ve encountered with using green screen is that it&#8217;s usually a weird  crutch. It should only be used in extreme situations. It feels  artificial because you often shoot your foregrounds but don&#8217;t get the  same lighting on your backgrounds. Everything feels out of sync.</p><p>In order to make the action look realistic, the team shot all the  interactions between the actors and stunt players (who served as points  of reference) on camera. That way, the actors could punch, knock down or  get knocked down by the &#8220;aliens without the DP, camera crew and  directors fussing over the green screen&#8217;s placement. Greg Strause  elaborates: &#8220;In order to have green-screen coverage everywhere, you  can&#8217;t physically put the lights you want to create the fill light for an  exterior; that&#8217;s because the green screen is there. So now you&#8217;re  trapped. Doing something that was the most cost-effective allowed us to  get shots that looked better and cost a lot less to create in post.</p><p
style="text-align: center;"><object
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style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/11/skyline-movie2.jpg"><img
class="aligncenter size-full wp-image-2702" title="skyline-movie2" src="http://www.artooz.com/wp-content/uploads/2010/11/skyline-movie2.jpg" alt="" width="578" height="236" /></a></p><p>Indeed, the actors on the helicopter  pad were a full 20 stories from the ground for these shots. As the  filmmakers lined up their cameras and framed shots against the marina,  they already knew exactly where a menacing mothership would be hovering.  That allowed the brothers and team to add the ship into the shot in  postproduction.</p><p>opposed to creating the whole background  from scratch. Colin Strause explains the rationale: &#8220;Once more than 50  percent of your imagery is CG, it can start looking faker much more  quickly. But with our method, we start with a completely real place and  we&#8217;re just augmenting that reality. It just makes it look more photo  real.</p><p>As the team designed the invading aliens, they wondered what kind of  sentient beings would attack when we&#8217;re most susceptible&#8230;in the wee  hours just before dawn. Though the standard in sci-fi movies is that  invaders will arrive in big metal spaceships, when this group pondered  the look of their creatures&#8230;they decided that their alien ships should  be organic. As they worked to distinguish Skyline, the production team  wondered: &#8220;What if it&#8217;s not a mothership? What if it&#8217;s just a giant  organism, and everything is biologically designed?</p><p>The key  alien characters in the film are the haunting siren light, the tankers,  the drones and the hydra. The brothers explain the distinctive purposes.  &#8220;The siren light is similar to those deep-sea fish that have a  floating front lure with a light that attracts all the other fish, Colin  Strause offers. &#8220;From there, you have the tankers, which are King  Kong-sized creatures with tentacles that serve as the cleanup crew.  They&#8217;re the heavy lifters that drop down and quell any fighting  resistance from humans. There are also creatures called hydras and  drones.</p><p
style="text-align: center;"><p>His brother elaborates upon the latter creatures. &#8220;The hydras are  flying jellyfish crossed with a fighter jet, says Greg Strause, &#8220;while  the drones are the smallest critters we have in Skyline. Their size  allows them to get into buildings, seek and hunt out any of the  stragglers that the sirens missed during the first pass of abduction.</p><p>As they began preproduction, the brothers looked to a certain  cephalopod for inspiration. &#8220;One of the movement references we had was  the octopus, Colin Strause notes. &#8220;They have tentacles to support their  weight, and there&#8217;s a weird ballet to their motion that&#8217;s smooth and  beautiful. They can also be very frightening and lock on to things. We  used that as our base animation reference for the drone and the hydra.  For the tanker, we went much more gorilla. It has less of a zero-gravity  propulsion and more of an actual physics-based one. For example, the  big brother that drops down and checks things out would naturally come  down to the surface. It was always a galloping, pissed-off 65-foot-tall  gorilla.</p><p
style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/11/Skyline-Movie-Images-1-4.jpg"><img
class="aligncenter size-full wp-image-2700" title="Skyline-Movie-Images-1-4" src="http://www.artooz.com/wp-content/uploads/2010/11/Skyline-Movie-Images-1-4.jpg" alt="" width="576" height="240" /><br
/> </a></p><p>The Skyline team brought aboard visual effects house Amalgamated  Dynamics, Inc. (ADI) to assist with creature designs, and creatures for  the film are designed by the team of Alec Gillis &amp; Tom Woodruff, Jr.  Producer O&#8217;Donnell notes that the entire team quite enjoyed making up  aliens from scratch. As this is the first possibly in a series, there  were no expectations for the creatures&#8217; look and feel. He notes: &#8220;It&#8217;s  freeing to wonder, &#8216;What if this guy has tentacles that come out of his  arms?&#8217; You don&#8217;t have to go back and have it line up with any history or  canon. It was fantastic to create our own mythology, biology and MO of  how they take us out.</p><p>&#8220;We knew that the monsters needed to be  iconic, screenwriter Cordes explains. &#8220;We wanted to see what ADI could  come up with without any limitations on them. The final drone was taken  from one of the original tanker designs and became a smaller monster in  the film. They nailed our main flagship alien within the first day of  designs. And in post, we added bioluminescence to the creatures that  brought a whole new dimension. Our main designer at Hydraulx, KINO  SCIALABBA, created all the amazing ship designs, which really sets the  movie apart from its predecessors.</p><p>The production wanted to honor the work of Hitchcock and Romero and keep  the events fast-paced and interesting for the audience as they watch  people who are stuck in one setting. Knowing that the characters&#8217;  vantage point was key to understanding the scope of the creatures and  the destruction, the team had to guarantee that every visual was  stunning.</p><p>O&#8217;Donnell shares a story of how this process evolved  from page to screen: &#8220;There was a line in the script that describes the  characters watching a firefight in the distance through a telescope.  You&#8217;re just supposed to see a few plumes and explosions. Instead, Colin  thought it would be cool to have a tanker that is ripping apart all  these people and throwing a truck over and smashing them. That&#8217;s better  than explosions on the horizon.</p><p>Keenly understanding that  owning your own effects shop meant the sky was the limit, the brothers  gave their team the freedom to go bigger and bigger with their monster  designs. After all, there was no reason that invading aliens needed to  be proportional to the humans they were grabbing. Remembers producer  Andresen: &#8220;We went from a 20-foot-tall tanker to a 60-foot-tall one  because Colin and Greg thought that it needed to look as if the tanker  could cross over to the 10th balcony. Everybody said, &#8216;Alright&#8230;60-foot  aliens it is!&#8217;</p><p>Skyline shot for 42 days in the Los Angeles area, primarily on the 19th  floor of the building in which Greg Strause lives. The writers and  directors believed that when you&#8217;re in the contained areas of the luxury  skyscraper, you must feel an intimate connection with the characters  and focus on their survival story. They also wanted to ensure that every  time our heroes open the blinds, there would be something huge that was  happening. All this had to be accomplished with a crew of approximately  20 people.<br
/> &#8220;Everything had to be very lightweight because we had to do the  work of 80 people with only 20 people, he continues. &#8220;We couldn&#8217;t  physically fit more than that many people on set. At a certain point,  you have too many lights, cameras and stuff everywhere, and you can&#8217;t  move or shoot anything without having all the gear in the shot. We had  to be very guerilla in that regard.</p><p>They had to guarantee that they possessed full permits and that  everything was set up just so. Colin Strause concludes: &#8220;We love  shooting in L.A., and what we accomplished with a few passionate people  wouldn&#8217;t be possible anywhere else. We had a home-turf advantage from a  filming standpoint, but there were certain challenges while shooting.  For example, we had a permit to create smoke and we had a giant smoker  on the rooftop of the building. Then we started hearing one fire truck,  then it was four, then it was 12 that showed up. They said they had  three helicopters on the way as well.</p><p
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style="text-align: center;"><p
style="text-align: left;">Strause film: Skyline, starring Eric Balfour, Scottie Thompson, Brittany  Daniel, with David Zayas and Donald Faison. The casting is by Liz Dean,  and the music is composed by Matthew Margeson. Creatures for the film  are designed by Alec Gillis &amp; Tom Woodruff, Jr., and the costume  designer is Bobbie Mannix. Skyline&#8217;s editor is Nicholas Wayman Harris,  and the sci-fi thriller&#8217;s production designer is Drew Dalton. The  director of photography is Michael Watson, and the co-producer is Paul  Barry. The film&#8217;s line producer is Tracey Landon. Executive producers  for Skyline are Ryan Kavanaugh, Brett Ratner, Tucker Tooley, Brian Tyler  and Brian Kavanaugh-Jones. It is written by Joshua Cordes &amp; Liam  O&#8217;Donnell and produced by Kristian James Andresen and Liam O&#8217;Donnell.  Skyline is produced and directed by the Brothers Strause.</p><p
style="text-align: left;">Source: (C) 2010  Universal Studios</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/featured-posts/making-of-skyline-2010-movie/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Tricks to Increase AdSense Revenue</title><link>http://www.artooz.com/articles/web-blogging/top-10-tips-to-increase-adsense-revenue/</link> <comments>http://www.artooz.com/articles/web-blogging/top-10-tips-to-increase-adsense-revenue/#comments</comments> <pubDate>Sun, 07 Nov 2010 13:44:52 +0000</pubDate> <dc:creator>Rob Marccus</dc:creator> <category><![CDATA[web & Blogging]]></category> <category><![CDATA[web & blogging articles]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=2386</guid> <description><![CDATA[Google AdSense is a fecility provided by Google to publish advertisement, online.It provides various advertisements like image ads, text ads and link ads. The ads depend on the content on the relevant web page, where the ad is displayed.To make Good amount of money using AdSense you should have the website with good name and [...]]]></description> <content:encoded><![CDATA[<p><strong>Google AdSense</strong> is a fecility provided by Google to publish advertisement, online.It provides various advertisements like image ads, text ads and link ads. The ads depend on the content on the relevant web page, where the ad is displayed.To make Good amount of money using AdSense you should have the website with good name and content.It  is a pay per click program provided by Google to all its publishers. If  someone (visitor of your blog/website) clicks on the Google Ads then  your will get revenue in Dollars.The  revenue depends on the ads, as some ads have low and some have high  revenue (eCPM). The total revenue is calculated by the following  formula.Total Revenue (PageImpressionXeCPM)/1000</p><h3>Tips to improve AdSense Revenue</h3><p><span
style="color: #99cc00;"><strong>1.AdSense for Content </strong></span>: This is the most earned feature in <strong>Google AdSense</strong>. It provides various ads for the content written on the webpage. Use <strong>350X280, 300X250, 160X600, 728X90</strong> size ads, these are big ads and mostly clicked ads. Many AdSense  publishers gets 99% revenue from total AdSense revenue, from AdSense for  Content.</p><p><span
style="color: #99cc00;"><strong>2.AdSense for Search</strong></span> : Well, searching is required in the website, so better to use this feature. Create a search in <strong>Google AdSense</strong> and get the code and paste it to your blog/website. If visitor  searches, he will gets the content with relevant ads and if clicks, you  will get the revenue. Make the search to be open in another new tab, so  that you cannot loose your visitor.</p><p><span
style="color: #99cc00;"><strong>3.AdSense for Feeds</strong></span> : Enrich your feed with the Google Ads to get more revenue from <strong>Google AdSense</strong>.  Burn your feed and put AdSense ads on it top or bottom of the feed. The  feed automatically adjust the size of ads. You can also use  www.feedburner.com to burn the feed for your blog/website.</p><p><span
style="color: #99cc00;"><strong>4.AdSense for Domain</strong></span> : Register some domain and put in the <strong>Google AdSense</strong> for better revenue. Well the revenue is slow but can boost your earning at some extent.</p><p><span
style="color: #99cc00;"><strong>5.AdSense for Mobile Content</strong></span> : Why to leave this, this is another feature to display ads on your  content on mobile phones. Now a days mobile phones enrich with  web-browsers and many visitors are using mobile phone&#8217;s web-browser to  surf internet.</p><p><span
style="color: #99cc00;"><strong>6.Google affiliate Network</strong></span> : Google also provides affiliate network like Amazon and eBay. To boost your <strong>Google AdSense</strong> earning, you can sign up for <strong>Google Affiliate</strong> and after approval display the ads and associate your <strong>Google AdSense</strong> account with <strong>Google Affiliate</strong> account. All the earning from Google Affiliate will comes to your <strong>Google AdSense</strong> account.</p><p><span
style="color: #99cc00;"><strong>7.External links</strong></span>. It&#8217;s  important to strike a balance between adding useful links to your page  and trying to get visitors to click Adsense ads.  Adding links to useful  pages and resources may add value to your page and potentially may draw  more visitors to your website.  On the other hand, instead of clicking  an Adsense or affiliate advertisement, they may click the Wikipedia link  you included.  The more external links you add, the less likely a given  visitor will be to click your ad.  This is very important tip for those  who are adding links to their sites as part of link exchanges (3-way or  otherwise).  If you allow commenting on your site, be careful how often  you allow users to link to their site with a comment.</p><p><span
style="color: #99cc00;"><strong>8.</strong></span><strong><span
style="color: #99cc00;">Keywords</span>.</strong> Figure out which keywords have the highest CPC and search  traffic, using the Adwords tool. Search, search and search more, and  find keywords that have high CPC. Then, center your pages or articles around such keywords. Don&#8217;t bother with keywords that pay 1  cent, 30 cents, etc per click/CPM. Go for, ideally, the $2.50+ keywords &#8211;  and ESPECIALLY go after the over $10.00 keywords.</p><p><span
style="color: #99cc00;"><strong>9.</strong></span><span
style="color: #99cc00;"><strong><span
style="color: #99cc00;">Make your</span> highest -CTR Unit your highest CPC unit</strong></span>. Use your channel  tracker to figure out WHAT your ad unit is that has the highest CTR  (click through ratio). That means what are most of your viewers clicking  on? Then, make sure that that particular ad unit comes FIRST in the  HTML. Whether or not it&#8217;s at the top of the page is irrelevant &#8211; MAKE  SURE it comes first in the code. Change your lower-CTR units into link  units or move them, or delete them.</p><p><span
style="color: #99cc00;"><strong>10.</strong></span><span
style="color: #99cc00;"><span
style="color: #99cc00;"><strong>The</strong></span><strong> Traffic</strong></span>.AdSense comes after traffic. No traffic, no AdSense. Take a great care  of your traffic. Your visitors expect some valuable information from  you. Make sure you are providing quality content to them. This will  increase your visitors&#8217; return back ratio. And only those visitors will  return who are more targeted to the content you are providing. More  targeted users mean more CTR. 85 percent of my visitors add my website  urls in their Favorites, and most of them do return.</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/web-blogging/top-10-tips-to-increase-adsense-revenue/feed/</wfw:commentRss> <slash:comments>6</slash:comments> </item> <item><title>Interview with Graphic Designer Veerle Pieters</title><link>http://www.artooz.com/articles/designer-tips/an-interview-with-graphic-designer-veerle-pieters-of-duoh/</link> <comments>http://www.artooz.com/articles/designer-tips/an-interview-with-graphic-designer-veerle-pieters-of-duoh/#comments</comments> <pubDate>Wed, 20 Oct 2010 14:26:49 +0000</pubDate> <dc:creator>Rick</dc:creator> <category><![CDATA[Designer Tips]]></category> <category><![CDATA[Articles]]></category> <category><![CDATA[interviews]]></category> <guid
isPermaLink="false">http://www.artooz.com/?p=2088</guid> <description><![CDATA[Veerle Pieters is a graphic designer who currently lives in Deinze, Belgium. She runs her prolific studio, Duoh! along with Geert Leyseele. She is also the author of a popular design blog. Duoh is a design studio that creates beautiful work and has fun doing so. So lets have a chat with this talented designer [...]]]></description> <content:encoded><![CDATA[<p><em>Veerle Pieters is a graphic designer who currently lives in Deinze, Belgium. She runs her prolific studio, <a
href="http://www.duoh.com/">Duoh!</a> along with Geert Leyseele. She is also the author of a popular <a
href="http://veerle.duoh.com/">design blog</a>.</em><em> Duoh is </em><em>a design studio that creates beautiful work and has fun doing so. So lets have a chat with this talented designer whose dream is to make the interweb a better place.</em></p><h5><strong>Your blog is very popular and respected among designers… how did you build up such a large following for it? Was it a lot of word-of-mouth or did you actively promote it in the beginning?</strong></h5><p>I didn&#8217;t promote my blog at all. I didn&#8217;t even send one e-mail to people I know that are very popular to ask to link to my blog. That&#8217;s just not me. I didn&#8217;t enter my site into a gallery either. I planned on doing so though, but before I realized it people just beat me to it. I was so surprised by that. The only time I entered my site was the CSSVault back in February 2004, but that was my previous blog, the previous design, which was actually (in my opinion) a pretty basic site. Galleries were also very new back then. There weren&#8217;t many, like 2 or 3 respectable ones and that&#8217;s it. I think the &#8216;new&#8217; design and the fact that my site was picked up by every gallery gave me the push to grow in a fast and steady pace. From then on I?ve tried to keep on posting good content, content I think people are interested in. Knowing what people like and what they want to learn about is important. Also the tone of your writing can play a role. It seems that people like the way I see and approach things and how I put that into words. Always maintaining the level of quality content is what makes a blog succeed. This way chances are that bigger sites will link back to your site, and that people will follow your RSS feed.</p><p
style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/10/desktop051.jpg"><img
class="aligncenter size-full wp-image-2095" title="desktop051" src="http://www.artooz.com/wp-content/uploads/2010/10/desktop051.jpg" alt="" width="600" height="450" /></a></p><h5><strong>You have an amazing, illustrative, colorful approach to design. Where do you get inspiration for such unique work? </strong></h5><p>Everywhere really. Just by looking around. I think people differ in the way they look at something. The first thing I &#8216;see&#8217; is the color and then I&#8217;ll see the shape. Even if I judge artwork, I&#8217;ll see its colors first and then the composition. I&#8217;m not saying that&#8217;s how you need to judge an artwork though. It&#8217;s not that colors come first. But I think because of the way I look at everything I&#8217;ve developed a natural sense for colors. Inspiration is a mysterious thing. I usually get inspired the most if I&#8217;m in a happy mood, not pressured, a bit disconnected with the real world even, music on my ears etc. So for me inspiration has a lot to do with how I feel. If I?m happy I&#8217;m very perceptive for ideas.</p><h5><strong>How do you keep up with the latest web technologies and standards? Do you sometimes prefer designing for print because you don&#8217;t have to consider how you will code it or do you look forward to that challenge? </strong></h5><p>I like the challenge of coding and yes I always look forward to it. There are times that I prefer designing for print because of certain limitations in web, but with print I always feel a bit more scared. Scared to make mistakes. Could be technical or a simple typo. A mistake in print can have big consequences because it&#8217;s final and you can&#8217;t undo. With web design you can undo your mistake. In print you have so many factors you need to think about. People might underestimate print design and see it as more simple, but they probably forget that fact that there is a technical and technological part that is sometimes rather complex which makes coding for the web compared to it almost like a walk in the park. Just think about color management, trapping or overprint for example. I just love both and the fact that I&#8217;m being able to switch between the two on occasions.</p><p
style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/10/scrapblog.jpg"><img
class="aligncenter size-full wp-image-2096" title="scrapblog" src="http://www.artooz.com/wp-content/uploads/2010/10/scrapblog.jpg" alt="" width="589" height="400" /></a></p><h5><strong>Which applications do you mainly use? And,  what does your workstation look like?</strong></h5><p>I&#8217;m mainly using Illustrator, Photoshop, InDesign, DreamWeaver, CSSEdit , Transmit… I’m working on a dual 2.7Ghz. PowerMac G5 with 2,5GB of RAM. The machine still works very well, but I think I&#8217;ll replace it this year.</p><h5>It goes without saying that you have an incredible amount of detail in your work. Do you ever apply compositional principles such as the divine proportion or the rule of thirds,  and other principles from nature or do you just have an incredible sense  of line, shape, and proportion?</h5><p>Thanks! I almost never use things like the divine proportion or the rule of thirds in my work. Mostly I judge on what I see in front of me and what feels natural or balanced to me. It is a bit different when designing for the web because there a grid can be a great tool to help you solve a complex layout problem.</p><p
style="text-align: center;"><a
href="http://www.artooz.com/wp-content/uploads/2010/10/illugirl_part3-2.jpg"><img
class="aligncenter size-full wp-image-2097" title="illugirl_part3-2" src="http://www.artooz.com/wp-content/uploads/2010/10/illugirl_part3-2.jpg" alt="" width="480" height="640" /></a></p><h5><strong>If you could redesign anything… a favorite movie poster, an album cover, a product, etc… what would it be and why? </strong></h5><p>I honestly haven&#8217;t thought about this before really, but if I have to mention one thing, then I guess it would be the album covers of my favorite music label, Naked Music. Some of them use a nice illustrative style, a style I can find myself in. Their music gives me inspiration.</p><h5><strong>Your portfolio boasts of impressive logo works. What are the things that you keep in mind, your advice on designing a successful and impactful logo?</strong></h5><p>Try to always start in black and white. I tend to believe you have a greater chance you end up with a stronger logo this way, because you focus on the shape first. You can also be pretty sure it will look good on fax too for example and in a smaller icon. Don’t make it overly complicated and detailed. It is also not always necessary to portrait what it stands for. Try out metaphors instead.</p> ]]></content:encoded> <wfw:commentRss>http://www.artooz.com/articles/designer-tips/an-interview-with-graphic-designer-veerle-pieters-of-duoh/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> </channel> </rss>
