Dreamworks | Apollo (+Autodesk +Behance) — Class 1
I read the “DreamWorks Animation unveils Apollo” article. This seems like a really cool software to animate in. It also sounds like it works on a visual animation process instead of “archaic methods, like numeric keypads, curves and graphs.” That seems more intuitive for animators. The statistics on what kind of space is needed for animated films were impressive. I liked that Dreamworks pulled in a DoP to help figure out more accurate and sophisticated lighting. That conveys Dreamworks’ attention to detail.
With Autodesk, I made an account a few years ago and used some of their products before (like TinkerCAD) in other IMA classes.
With Behance, I made an account a couple of months ago. I mainly use it to showcase my photography.
Ron Mueck: The Most Realistic Sculptures (I,II,III) — Class 2
It was interesting to see an artist work on a life-size (or larger than life size) scale. Since our pieces in this class are digital, size relative to us in the physical world isn’t really a huge factor (now if we were to print these items, then yes). His ability to draw and sketch – meticulously and not – allow him to create these works of art. If I was to hone in on my drawing skills a bit more, I could probably better visualize what I want my digital pieces to look like, therefore having a great model to work off of instead of trying to keep that one image in my head the entire time I’m working on a project.
Abandoned Street Sculpting (+Behance Activity) — Class 3
It was really neat to see a model of what we work within Maya to be physically sculpted and put out on the streets. There is a certain aesthetic to working in polygons and low-poly designs. I enjoyed seeing a juxtaposition of the physical sculpture and paint (as with the Santa Europa design). The Pressure 1.0 project had a video accompanying it. This video actually showed the artist connecting the sculpture’s pieces together. This allowed me to see someone physically making what I can digitally make in Maya. The CCTV project was interesting as it was less invasive while also being more invasive. It was on a much smaller scale, allowing for it to be put in several locations closer to human interaction. This makes it a little more invasive than the others because it was so close to humans and their everyday errands (like the ATM).
I like scrolling through my Behance feed to not only see the amazing artwork being produced but to also gain inspiration for current works in progress and future works. I really liked Wired’s Logo (https://www.behance.net/gallery/60068713/WIRED-100th-issue-masthead-logo). It’s 3D, but, as they say, not permanent. I don’t know if this kind of look (strong pushing against mesh-like material) is something I’ll be able to implement in this class, but it definitely is something I want to try at some point.
LegacyEffects — Class 4
I looked at the 3D Modeling – Visualization, 3D Scanning – Life Casting, Maquettes – Collectibles, and Concept Design – Development. For the 3D Modeling section, my favorite was the Mog Makeup on Brian. Not only did they design an amazing alien head, but they then cast it onto Brian’s head to see scaling and possible sizing for a physical copy. The textures and lines were so detailed. For the 3D Scanning – Life Casting, it was great to see a physical object that looks like our digital projects (the masks on the wall). I think it’d be interesting to try using the technology they have for importing the foundational photos/reference images. They look a lot more accurate and sophisticated. I liked looking at the Maquettes – Collectibles tab, too. I can definitely picture using Maya and Mudbox to digitally create those items. Seeing a lot of the physical objects of things we can create digitally has me wondering how I can make a physical copy of my digital creations. Is it just a 3D printer or is it more? The first photo of the Concept Design – Development section is stunning. It is the lizard man from The Amazing Spider Man. The detail, lighting, and texture, all make this piece fantastic.
Normal vs Displacement Mapping — Class 4
I learned a lot from this reading. The different types of mapping were great to look through and actually see the difference between each one. It’s innovative that game graphics can look so detailed when they aren’t actually. Reading through the different kinds of mapping, I am still a bit confused as to why/when a designer would use tangent mapping. I understand the world mapping, and I figure object mapping is somewhere in the middle. I also enjoyed the different visuals of the cube to illustrate different mapping types.
Understanding Retopology — Class 4
I wasn’t able to view this.
Retopology by Mudbox (Intro Video) — Class 4
I watched the introduction video to retopology in Mudbox. This seems like a really cool texture program. The introduction showed all sorts of editing that could be done in Mudbox. Depth, length, scales, indents, protrusions, and more are possible with this software. I’m excited to see what I can do with it – not only with my face model but with other models I may make in the future.