Seeya… space cowboy
Seeya… space cowboy
As of this week/last week, I’ve started doing basic/”still” character animations and refining the layout of the house space. Projector configurations are still up in the air, as I’m still looking for a replacement to my toy projector for something that will give me a little more fine details. For, now, it’s better to work on the content itself.
I also have two screenshots of my desktop, featuring how I usually work with Clip Studio and a SP3 in creating these kinds of animations.
A compilation of interests and content that might be related to the overall HOUSE being built.
ARTISTS and works
http://www.notey.com/@cadaily_unofficial/external/11389457/shana-moulton-at-kunsthaus-glarus.html – A collection of Shana Moulton’s projection/performative works at Kunsthaus Glarus. Projections of images onto various surfaces
https://www.youtube.com/watch?v=q5l_s52LnwQ – Mika Rottenberg and the Amazing Invention Factory – Fictional logic for otherwise ordinary objects
https://www.tonyoursler.com/ – Tony Oursler and fun projections onto fun objects
https://vimeo.com/140376364 – A Study in Time & Space (Jerrold Chong) – Hand-drawn appearance, and use of overlapping/repeating animations
https://vimeo.com/68236151 – Rainbow Narcosis (Johnathan Monaghan) – Abstracted and somewhat absurd visual transitions
https://vimeo.com/184641947 – Velodrool (Sander Joon) – Hand-drawn animation and some pretty interesting visual gags
https://vimeo.com/65851024 – Peak (Jin) – Visual style of character(s) (something similar to what I’d be going for)
https://www.youtube.com/watch?v=ZJUEUZhg_Gk – Dollhouse projection (front projection)
http://www.instructables.com/id/5-minute-cheap-and-easy-rear-projection-screen/ – Recently found this method of projection to be effective for this project
http://whitney.org/Exhibitions/2014Biennial/JacolbySatterwhite – Reifying Desire (series), Jacolby Satterwhite (2009-2014) About 3 years ago I visited the Whitney Biennale (which I also consider one of the first times I was “seriously inspired” to pursue art as a career) and saw this artist’s work and learned of the background behind its creation (which is also inspired by a family history)
http://whitney.org/Exhibitions/2014Biennial/JoshuaMosley – Jeu de Paume, Joshua Mosely (2014) Also seen 3 years ago, a stop-motion animation that’s uncannily realistic and captures a sense of “human awareness” through character and camera movement
https://www.juxtapoz.com/news/illustration/tianhua-mao-s-museum-of-tomorrow/?platform=hootsuite – Transforming a space with visually intriguing objects (though this is a series of illustrations, and the article also features other illustrations by the artist) (March 8, 2016)
https://www.amazon.com/Gary-Baseman-Door-Always-Open/dp/0847840476/ref=asap_bc?ie=UTF8 The Door Is Always Open, Gary Baseman, Aaron Rosen (2013) – Catalogue of Gary Baseman’s first museum retrospective, which also takes a closer look at his personal Jewish upbringing as an inspiration for his works. Personal inspiration for character design and themes (interestingly the book’s “chapters” are titled as rooms of a house)
Or, the maze! This is my first Unity game, so I hope all goes well and bug-less.
The game (which currently has no title) is a maze for the most part. You navigate the game by walking/running, and running into certain cubes will take you to different places in the maze. The “end” can be reached through several means, but there isn’t a real goal other than to explore this enclosure you find yourself in.
You can download WebGL folder here. Be advised that the WebGL version doesn’t work nicely with Chrome, so I recommend a different browser like Firefox.
The standalone version (for Mac) is here as well. (I have yet to create a windows version)
A couple days ago I started getting the hang of using Unity and managed to get a better hand on integrating scripts within game development.
The objective I have in mind is navigating a series of “rooms” via touching objects that teleport the player to another location. The main area of inspiration comes from Osamu Sato’s LSD Dream Emulator, which is a game I have immense admiration for. One of the most striking aspects that I recall from LSD was bumping into otherwise ordinary objects (such as the walls of the various “levels” or areas) and having the scenery suddenly change. In my experience, this game element of surprise and the unknown was what made the game so interesting and memorable for me.
(Sample “map” of gameflow, it is also totally subject to change)
For this “maze” game, I think it would be nice to reference this feeling of being lost and hopelessly confused in a world that seems to change so often.
This weekend I made time to at least test how I want to project images onto a surface for the “house projection”. I ended up making an interesting result!
Originally, the setup I had in mind involved forward-projecting the animations on the “sculpture” component.
This is a really rushed “model” of what I considered, and tried with various cardboard boxes. While the setup looked well-lit for the purposes of the potential installation, this would only really be suitable if the gallery space were pitch-black. (Given that the slightly-edited picture above is really… not good)
I started with researching alternative surfaces for projecting images – particularly, on transparent/glassy surfaces that I could potentially light from behind the sculpture. However, it was worth noting that this method could be potentially be out of my budget for what I’d be willing to spend on. So I found an alternative in rear-projection techniques that required more accessible materials. (Here is a link to an instructables project using this kind of projection)
The makeshift “cave” I made here involves a box holding the projector that blocks off light from most directions, except for the surface it projects on. The surface projection is a sheet of translucent vellum paper (originally intended for scrapbooking!), which I drew on to see how it would show up. The bed drawing, made with a Faber-Castell pen, ended up being the most opaque and true to what I wanted. Based on these results, I think I want the “furnishings” of the house to be hand-drawn at this point!
…Is a really shitty spaceship going nowhere (kinda)
While I’m still getting used to C4D (after years of Maya), I have a first draft model of the ship. It is mainly propelled with a hidden engine, primarily cruising in space (at extreme speed) with the help of its two triangular light-sails made of reflective material (some have suggested mylar. They will be able to fold into the ship for landing and containment purposes.
Also experimenting with C4D’s animated shaders, which there seems to be no shortage of. First I simply put them onto test spheres just to see what they looked like on rendering (which is “Gaseous Grey” to “Naki Glyphs” in a rough order). I also have a video clip of the animations running for this exact shot. Needless to say, they come across as funky and relatively useful when modified. (Personally I like Giraffe) The “Cloudy” and “Gaseous” sets would probably be appropriate to use for creating planets or the backdrop of “dusty” space areas.
I ended up starting with a few shaders to get the impression of deep space, with the most successful test being the “LukaDent” (bottom-left). “HamaBlueprint” (which is on the topright and rightmost balls) initially looked like it could fit, but after messing around with the settings I only ended up with a funky-looking ball.
The glowing effect seems to work well to represent stars, or even highlight planets. These are made from “GaseousGrey” and “NakiGlyphs”, altering the color textures. (And here’s the link to the shaders animation in action)
And some shaders “for fun”, because I am a fan of pink/pastel colors and glowing effects in general. (Both are “GradientClouds”)