This invention is definitely great for those artists who make animation. The immediate feedback is very helpful since the animators can user pens to tweak around on the screen.
This is a great software, but probably it will take a lot of time before people who just get started to know the drill of the software.
Ron Mueck: The Most Realistic Sculptures (I, II, III)
I was very, very amazed to see how his work came into being.
During the summer I visited the Shanghai Power Station of Art, where the Cartier Foundation showcased a lot of works. One of my favorite sculpture actually is from Ron Mueck. He was doing a super big scale sculpture of a woman lying in bed, staring outside as if she was thinking. The unrealistic scale and the super real facial expression deeply impressed me. I think not only his skill made him stand out, but also his ability to capture the specific moment and expression of human beings.
I didn’t really look into Behance until this was introduced in the class. I took motion graphics design last semester in New York and got to know dribble.
I think Behance is a great platform that allows artists to showcase their works. Even though most of them are flat graphic design or motion design, I still find the architecture design and product design page interesting. They have good render, lighting, and form.
Probably by the end the semester I can have some interesting stuff to put on there too!
Normal vs. Displacement Mapping & Why Games Use Normals
This article explained in detail how normal mapping differs from displacement mapping. I found this quote well explained the difference:
“Normal and displacement maps are special kinds of image textures that influence how light is calculated across a surface. They create an illusion of depth by telling the light to bounce off simulated features of the surface, even though those features are not actually there.”
It is incredibly smart for people to come up with the solution to best visualize the visual outcome while minimizing the cost of computation. Using angles is very smart.
I also read the three types of Normal maps, including tangent space, object space, and world space. I would assume that the tangent space will mostly be the type of normal map that we use in class since our model uses a lot of symmetry and duplication. It also required the model to be flexible.
I am glad we just need to use the Maya software to achieve all the facial sculpture. It is indeed a lot of computations!
I was completely blown away by the great works from Legacy Effects. I notice that they have such a wide range of work that makes their every work complete and professional.
There are three points that attract my attention:
- Mechanical Movement
I visited the moving picture museum this summer and see the exhibition from sesame street. They are really interesting, because I see the correlation between Legacy Effects and Sesame Street, how they excel in using mechanics to simulate the previously “puppets” that were mostly manually animated by hand.
- Super Real Facial Sculpture
Having gone through their work, the one that struck me at the first sight was the “GIANT ANIMATRONIC HEAD”. I watched their youtube video of behind the scenes and realized that there are actually a lot of similar procedures overlapping between Ron Mueck’s sculpting process and theirs that they all started with physical sculpting, and then digitize them, make them mechanical, and do further polishing.
- Rapid prototyping: 3D printing
I realized that one of the greatest tools they have is 3D printing, and watching their videos I realized that their 3D printing machines are so good, that they can print things really fast, and ranging from small-scaled objects to gigantic objects.
I watched a documentation a long time ago about the technology used in NASA, and back in 2000, NASA was using this kind of 3D printing. Very impressive.