Sunday, 21 February 2016

Makeup Design for Editorial Shoot - Main Look Copper Eyes and Glowing Skin

The main makeup look for my editorial campaign is a combination of very natural skin/dewy foundation base and the second look which is more dramatic and features a bold copper eye. Although this look appears more intense it is simply the addition of a eyeshadow over the already existing illuminous base that would of been applied to both of my models as I intend on using more than one in my final images. Within the editorials for Givenchy the aesthetic is commonly very minimal in regards to the makeup, any more dramatic looks are done so through the use of black and white photography or the addition of accessories within the makeup. The application of the base makeup is consistent to how it will be done across a variety of my looks for this unit, beginning with a serum base by Hourglass and MAC's strobe cream, both of these products in combination is my go to technique for creating glowing skin as both have hydrating elements as well as features for enhancing a dewy skin. This will then be topped off with Face and Body foundation and concealer but only in places that I feel my model will require it, the whole point of this look is to create beautiful natural complexions with radiant skin. Once the skin is fully prepared I will go in the refine the brows and add the bold wash of copper eyeshadow over the entirety of the lid. Unlike many eyeshadow looks this is going to be done as a single colour wash, I feel that often this creates the most dramatic results and was also a technique used by Val Garland for the Erdem collection during SS16. By using a single colour it will really draw attention to my models eyes, particularly when set against the styling that will feature purely black and white garments. I did not feel the need to create multiple looks for this editorial as I was certain almost immediately on the look that I wanted to create, I am someone who works better simply going by my gut feeling and working to a face than I do creating multiple designs for ideas the  may not translate well onto the model. 

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