Tuesday, March 8, 2011

Art 531 Final: The Dreadnought Wolf Face

Here is a tour of the Wolf Face. A ship from a table top game that my distinguished colleagues and I play.
 Also, we got bored one night and made Miles Inada on Mass Effect.

Thursday, February 3, 2011

Art 531 Project 4: Buttons

These are my buttons! Try clicking on some of them.

From what I gather after creating 20 of these buttons is that buttons (as far as this class is concerned) is a a very basic piece of interactive media. On a very simple level you can affect a few pixels on your screen with these buttons. These buttons make the act of moving a cursor and clicking something else. It makes these actions interactive. These have been used to jazz up a website, make certain triggers and actions happen in games, and also accomplish certain tasks; I think of buttons on a type writer being used to write something. On the most primitive level buttons are just a tool within a much greater tool or machine, but it is the conduit that passes the human ideas into their machinations! (That was one of the coolest sentences I've ever typed)

Wednesday, January 26, 2011

3D Modeling Project 3: Texture

Here is what I managed to create using textures in Maya...

I've been having trouble with the program but I wanted to prove that I grasp the general idea of how textures and materials work. I have to admit, that is a nice looking plank.

These cardboard textures I feel could be used in multiple instances and it features different kinds of materials. I imagine using it to create a large environment. Simply having the patchwork and cardboard creates a more playful feel.

This is a 2D image generated by a digital artist by the name of Richard Schmidbauer. This is something that has a great amount of utility, it could be used on multiple occasions. Depending on how it was used it could even create a indoors, outdoors, or darker tone in a setting.

This is an image from Resident Evil 4. I imagine this being used to make a "used" or deteriorating environment. I believe the textures came directly from reality, from photographs.

Tuesday, January 25, 2011

Art 531 Project 3: Dingbats... IN MOTION!

Check this out! I made some animated stuff!

What I basically set out to design was a series of generic, quick motion sequences that I could incorporate into a movie or game.

One of the earliest interactive experiences I could think of is when I used to watch the animated Batman show after school when I was 5 or 6 years old. I would do the same thing every monday: I came home, pulled a pair of underwear over my pants, put on a cape, threw on my mask, poured a bowl of sugary cereal (it varied from week to week), sat down and watched the caped crusader. Eventually since I had such a great amount of things I would do besides watch the show watching Batman became more about immersing myself in the world of Batman. I did this by dawning underwear and eating cereal.

Another experience I had that relates to this current project well is playing a game like Street Fighter 2 (or any other early fighter game). Watching the colorful charters slowly go through move that in reality would be ridiculous proved to be most entertaining. The sounds of these games and visuals had such a profound effect at times you would catch yourself shooting an invisible hadoken at your friends, then feel very embarrassed. The point I'm trying to make is such simple little movements of pixels can have a great effect on people sometimes, those prove to be great exemplars of well made interactive media.

My third example is a film called "Valley Girl" starring Nicolas Cage, even though for this example you can use any film starring Nicolas Cage. One night my friends and I decided to rent 6 Nicolas Cage films and watch all of them consecutively. We did and we made fun of each of these films for their duration. In some of them (Valley Girl) we muted parts and replaced the dialogue with our own. It even got to the point where we could figure out how all of the film's stories were part of a much larger story had which order they would go in for this larger story. This entertainment went from mediocre quality acting and film making to something much more creative and interactive, even though it took the effort of the audience to do this.

Tuesday, January 18, 2011

3D Modeling Project 2: Sub-Object Modeling & UV Mapping

Here is some of the images I've been working on using the new tools we've been shown.
 I've added a volcano into the back of my Blockville mountain range!
 This is going to be an epic dungeon one day. Trust me.

Comments on images from other artists:
This is concept art by an artist named Drawgoon. The mid ground is composed a small valley that is broken by a very block-like building with a volcano in the back and objects in the front that allow us to make scale measurements. With the building in the center we can gather that volcano and building itself seem to be nearly the same height. Its difficult to determine the rest of the dimensions of the volcano, it appears very two dimensional but perhaps that was the intention. A frame of light surrounds the volcano, making it pop out from the rest of the scene. This image does make use of repoussoir with the objects in the foreground.
 Painting by Edward Hopper. This image seems to lack a mid ground, with a building simply rising out of the back. The painting has light coming from one direction and makes it easy to determine where it is coming from since it strikes one side of the building. Repoussoir is accomplished by the railroad tracks in the front.
Concept art of a dungeon by Andy Parker. Just a few rather simple block shapes help describe where everything is located in relationship to each other in the scene. There is even a human figure to help describe scale. The lighting in this shot is high up and distant, giving the image an over all sense of foreboding and an ominous feel. Repoussoir is also featured in this image.

Tuesday, January 11, 2011

Art 531 Project 2: Collages

I created my collages in two different ways. One was a more structured and straight forward technique where I had a specific idea in mind and placed specific dingbats I wanted to used in specific locations and with a specific angle, size, and color tone. These collages turned out to portray an idea that one can get their head around easily, the wizardtron and forest are examples of this. The other way was to drag and drop dingbats at random, then arranging them in a pleasing fashion. These collages turned out quite a bit more abstract. With the collages that I wanted to have a specific idea I did not change the identity of but the more random collages had an identity that formed with their creation. It was a lot more organic.
For several of the collages I edited the default format shape because I wanted them to feature a border. I did experiment quite a bit with some of my collages which was freeing and enjoyable but I enjoy putting my specific ideas into my artwork equally as much.

 Second collage. The Beast!
I can teach you magic!