Film Review: Disney’s Hercules (1997) - The Hero’s Journey
Figure 1. Hercules (1997) The mythical wonder that is Disney’s ‘ Hercules (1997) ’, titled after the main character himself, has graced our screens for all these years, and yet, it still manages to dazzle our eyes with extreme colour and filled our ears with musical joy. Directed by Ron Clements and John Musker, it’s a perfect example of how to describe Joseph Campbell’s monomyth, The Hero’s Journey. The story begins with the birth of the Hero, Hercules, son of Zeus. With immense strength and cheerful disposition, the realm of Gods seemed tranquil for a moment with the new arrival to the godly line-up. However, that happiness would be short lived, when the ever jealous Hades, lord of the underworld, would turn the small child in to a mortal. Despite what the original Greek mythology states about the main hero himself, Hercules is a happy-go-lucky chap with high hopes and not much clue about the hero business at the beginning. After becoming mortal and being adopted by two...
20/11/2014
ReplyDeleteHi Chels,
Okay - 2 suggestions for you; the first is, what with this rather too conventional composition with the empty road winding though the middle of your scene, all the interesting assets are shoved rather unceremoniously to the edges of your digital set. I know you're trying to show us the 'kiln' etc. but an awful lot of attention is being paid here to a very generic road, and I'm just wondering if that's the most dynamic view of this city? The second is - why mountains? Why a range of generic mountains? Why not more city? Why not more evocative shapes of sculptural skylines? Right now, it does feel as if we've come to the boundary of small village at the foot of a mountain range, as opposed to experiencing a view of a metropolis. It's not that you key assets aren't interesting, it's just your concept art isn't making the most of them. The other issue is that everything here has the same scale - so in the way that a street has houses in it all the same size - but where are the landmark buildings and the range of sizes? I think you need to work with your established assets more creatively and 'up-scale' your vision: see link for an example of scale and variance
http://imageserver.moviepilot.com/mos-eisley-star-wars-episode-7-first-look-set-pictures-tatooine-is-nothing-like-you-remember.jpeg?width=1900&height=815
At the moment you've got one tree, one kiln, one round building, one taller building... I think you need think in terms of clusters and repeated clusters...