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Spaceship Model


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Highway to Xen



Here I have mocked up a few variations of the 3D environment I wanted in the style of the game ‘Wipeout’. The final animated version of these racing track renditions will be produced using Processing, a pixel based programming language. I am looking forward to getting to grips with this over the holidays and producing elements in the background that respond to the music. I am not sure whether this process will take into account the perspective of the graphic objects created.

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Hall of Doors


Recent concept art design for a infinite passage down a hall of doors. The look of the final version ended up being more eerie than I imagined it to be, but I think this will be solved when using maya to model the actual structure of the hall.

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Geometry Worlds

Three geometric designs, created as a development from last years ‘OrbitJam’ project design. I wanted to get a feeling of depth and space into the grid, as if you were inside a computer. The colours certainly give a sense of electronic , but the ‘Tron-like’ grid is something that isn’t really present in a computer, but simply gives us a way of rationalizing space in a 2D image. This use of computer generated perspective has become an association with 3D games and virtual reality ‘cyber-culture’. I really like the way that another image could be placed in this environment, contrasting with the perspective we see. The 3D space also reminds me of a 3D mapping lights show performed by Ollie Sorencen. By using actual 3D space, 3D mapping accentuates the edges of structures/objects to make a physical object seem almost virtual.The second varation on the images shows how patterns could be animated into the floor. This is also reference to the Nokia Tube dancefloor, which uses pressure pads aswell as lights under the floor to create an interactive lightshow. The third variation shows how the grid can be warped, distorting the space we see. This is mainly inspired by a game I have played called ‘Geometry Wars: Retro Evolved’. I really like the animated warping of the grid in this game, where it is effected by forces like gravity and explosions, giving a real sense of the energy produced by the spaceship and it’s guns.

FUTURE DEVELOPMENT:: Find ways of warping the grid, to play around with the sense of space and challenge the mind’s way of seeing 3D objects.

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Light Water Refraction

Here is the starting point for my next piece of concept art. I want the harness the flowing opacity that is apparent in these light reflections, but perhaps with a more circular pattern of waves. I intend to eventually set the shot up myself so that the best effect can be obtained from this spectacular array of light.

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Lightspeed


Lightspeed rendition taken using the canvas painting I made a few weeks ago. The result of extra exposure and a radial blur, this reminded me of the effect used in the Star-Wars films, which was actually developed by John Whitney in the early days of CGI. I really like the high speed effect of this blur and animating it would not be too dificult, simply by exporting a cumulative blur then putting it into Flash. I am currently working on the idea of having some kind vessel travelling in 3rd person aswell. Dean Moore a VJ I am currently collaborating on this idea with has also suggested animating panels and structural parts building up on a wire frame of the vessel as it is travelling through space.

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Cell Form



Cell animation concept art with light filters. I may have overdone it abit with the Lens Flare, so perhaps a more minimal variation would be better suited to the rest of my work.

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Smoke Experiment




Here are a few snapshots of a glass speaker-box i built in an attempt to show the movement of smoke when sound travels through it. Unfortunately there was no noticable movement or formation of patterns shown.

FUTURE DEVELOPMENT:: Find a different medium to pass the soundwaves through (in air). Continue experimenting with various frequencies and different types of music and sound. Look more at the physics of sound and develop a way of illustrating how sound passes through air.

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Haeckel





An artist/scientist’s impression of cells. These illustrations could be seen as a convergence of art and science. Where they serve the purpose of illustrating a physical thing the naked eye is unable to see, but also something that is quite interesting to look at. The last example shows some structural properties of the cell, with the triangular frame Haeckel has named ‘aulosphaera elegantissima’. I am not sure what this means but I am intrigued that he has demonstrated the formation of matter with this structure. I see many similarities between this drawing and my study of cymatics. It is also present in nature in the form of flowers, the organic pinnacle of form in plants.

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Thumb Sketches


Here are some of my initial thoughts on what I could make as individual loops that can be mixed together. Over the next week I will also be sketching out variations on these ideas and making different experiments with texture and special effects. Water is a recurring theme throughout, and something I feel I can expand on in different ways. The amoebic cell like forms are also a recurring pattern, something that will help bind the different scenes together when it comes to mixing them.