Showing posts with label #hand in. Show all posts
Showing posts with label #hand in. Show all posts

Monday, 29 October 2012

Final Film


112 from Ally Baldwin on Vimeo.

This is my final animation. It was difficult for me to upload my 'practice' animations and progress as I was having some serious technical issues. First I kept rendering incorrectly and have to re-render which was taking a long time on my laptop. I also have never been taught how to do animation in 3DS Max so at the same time I was rendering I was also watching and reading tutorials, trying to figure out how to make it work. Then I put all the frames (over 2000!) in Adobe After Effects which made the programme a bit slow and animated the text over top. I've also never used Adobe After Effects before so this was a struggle and I was watching tutorials as I was going along, making my work progress a little slower than I would have liked. Nevertheless I figured everything out. I then had trouble exporting and couldn't work out why. I exported a "test" film which was over 6GB! My computer wouldn't run it smoothly. I then downloaded QuickTime and restarted my laptop which got it working.

I'm so happy with the final result and super happy that I managed to finally pull it off. I was getting really worried that I had been too ambitious wanting to learn how to do this but I'm so glad I went to all that effort to learn how to.

I like how I've kept a simple black and white approach which creates a nice contrast between the app and the background. I also like how the light rendering in 3DS Max has turned out. The movements in the text are smooth and not over powering from the app itself I feel. I also really love how beautiful the music is and how well it fits with creating this warm and pleasant atmosphere. My aim was for my film to make you want to go and buy the app as it makes it look like your life would be so much easier and fun with it.

Overall I'm super proud of how this project as turned out. Especially as I self taught myself how to use both programmes for this animation. I also feel it will be a refreshing change from other peoples films as it's not just a video of someone walking around lost at Kelburn with an app. I feel this is a lot more original and polished. I'm curious as to whether anyone else has done something similar because I haven't found someone who is not using a camcorder yet.

Sunday, 14 October 2012

Final Images










Rewritten Proposal

My aim is to explore the human portrait by photo manipulation. They must still look like a photographic medium but either look like a persons face or an alien like creature.

I will achieve this by taking well lit photographs of three models faces at the same height and angle. These portraits alone will be good photographs. I will then mix their faces to create a new character. I will also use photo manipulation and colour to make an altered human species. The viewer will see a series that begins with three close ups of faces but then changes into something more interesting.

This illusion will create unique characters and it's purpose is to elude and entertain the viewer.




Friday, 12 October 2012

112 Story Board


This is just one of the frames I like (the last one on storyboard) so I thought I would share in large format.




Wednesday, 3 October 2012

5 high quality screen shots of key steps of interface










200 words describing interactive application


NavaVic stands for “Navigation Victoria.” Students can make a profile and create and customize their own comic book style character or alternatively use the app as a straight GPS system without logging in. The student can search for their desired location. NavaVic takes them to a 3D plan view map of the location they’re currently in. The character is standing on the screen where the student is currently standing. Gold coins trail to the desired location. As the student moves along the trail so does the character, collecting the coins in their path. The coins are counted on the right hand side of the screen and the time limit is shown. If the student arrives at the location faster than the expected time they are awarded additional points. However, if they are late all the coins they have collected are not counted towards points. Once arrived at the location a 3D representation of where they should be shows so the student can feel assured they’re in the correct location. Students can share their points on Facebook to brag to their friends how many points they’ve earned. Senior students can turn the GPS on and put their phone in their pocket, collecting points as they go despite knowing the location. This way, first year students will not feel embarrassed to use this application. As they use it, it’ll also appear they’re just texting. The game style of this app will attract all students to use it and not just at the beginning of their first year. 

Sunday, 19 August 2012

Exhibition Description

Baldwin Ally
Embracing Vision





Written Proposal


This interactive object is focused on the sense of sight. The must have aesthetics for this model in order for it to function are two magnifying glasses facing into each other. They are attached to tubes and fixed at a certain length from each other in order to be in focus. The tricky thing about this model is that when looking through it, your sight is upside down. This is what gives the model a new and innovative experience. Navigating is difficult. However, by embracing this new vision the user will see the one of the three images correctly and in 3D while everything in the background of the image is an upside down world.

Instruction
-       Choose one of the three upside down images provided.
-       Get someone to hold it up as you take two steps back from them with the binoculars.
-       Gently hold the stalks at the end, one in each hand.
-       Hold the lenses up to your eyes, red being on the left.
-       Adjust the lenses to the width of your eyes.
-       Looks through the lenses so that you see one image.
-       Navigate to find the image. Remember that your vision will be upside down.
-       See the 3D image which will only appear the correct way around to you.




8 Photographs of final design

Saturday, 11 August 2012

Final Images

This image slowly builds itself up with repetitive horizontal lines, as does the "Let it Die." It also hints as what the ending of the song is (the final image of the series.)
This repetitively builds itself up, also hinting at one of the last images.
This is leading you into the "chorus" as in the next image that is coming.
This image is representing the chorus where it is much more stronger and 'harsh' with the crashing cymbals which are symbolic of the crumpled sheets and messing room. This also fits with the raspy voice of the lyrics.
This image is like the nearing end of the song, where you finally see what it's about getting a full view, full focus picture.
This image is the very ending of the song, it is the opposite of the soft beginning with it's basic rhythm and pattern. This is more complex with more lines and is sort of leading you down into the ending.

New Proposal

To explore the components of music through photographing The Cube. The photos will show rhythm, patterns and structure. The series of photographs will build up and follow the pattern of the song "Let it Die" by The Foo Fighters. The song starts off soft with the same repetitive pattern, the instruments giving hints as to what may come up in the song, such as the drums softly coming in. The photographs will show this and subtly suggest what is coming up. The ending of "Let it Die" is very loud and strong which will really show through these photographs. As well as exploring the pattern and structure of this song, the photographs will also be showing the life of The Cube and the space in which the residents inhabit it.

Sunday, 5 August 2012

Written Proposal


This interactive object is mainly focused on the sense of sight. The must have aesthetics for this model in order for it to function are two magnifying glasses facing into each other. They will be attached to tubes. One will be slightly larger as they will slide in and out from each other in order to focus. To focus into the distance, is must be extended. To focus up close, it must be shortened. The tricky thing about this object is that when looking through it, your sight is upside down. This is what will give the model a new and innovative experience. However navigating with it is difficult, but also a challenge which adds to this new experience. The user will focus the telescope into the distance at a piece of paper. In normal sight, the picture on the paper will be a complete scramble and make no sense to the user. However, once looking through the telescope the image will become clear as day light. This will help to create an exciting experience for the user. The telescope may also have coloured filters on it or be three dimensional in order to really add to this experience. The aesthetic must haves in order for it to function are handles,  glasses and be able to become long and short in length to focus it. 

Story Board


My story board took a lot longer than it should done as I was difficult and decided to digitally paint it. This was my first time digitally painting on Photoshop CS5 (or at all) and I think I did an okay job. I don't normally like drawing or painting with hard materials (as I'm no good at it.) However, something about digital art is a lot more alluring to me. Maybe it's that it doesn't make a mess. Or that if I make a huge mistake I can just delete a layer and go back a step as opposed to starting fresh again. Anyway, these are the three images that I really put effort into. Hopefully I can further my skills from here so when more assignments like this come up I have the skills to make it more visually appealing.  I thought this approach to the story board was a lot more polished then just a sketch for example. 



Story Board






Wednesday, 1 August 2012

Final Board - 25 Variables.

My final board. This is my final board lay out with my 25 different variables. The top right one is my beginning shape. The first two rows have just basic variable changes which create new and interesting shapes which are still very basic and very much keep the essence of the original form. The third row down begins slightly more complex but still very much staying true to the original. It then develops into a shape that more takes the cross essence from the square, but still seeing the essence of the square as the crosses create symmetry, touching each corner of an invisible square. The fourth row down is now much more complicated with many different variable changing. The lines go in becoming thinner but then go out again, being wider. This creates a very new shape from the original as there are now diagonal lines and little squares.
The fourth row down begins with a much more complicated shape which has added diagonal lines. The shapes then transforms to become further complex and an entire new shape of it's own. There are many overlapping diagonal lines, rectangles and the suggestion of a square. I feel this is a good progress from the beginning and when looking at the board you can recognise the transformation of the form, while still seeing its true essence hidden within each new shape developed.

Overall, I'm very happy with the progress my board shows. I feel that I have created whole new forms from the original while still keeping the original forms essence.

Sunday, 17 June 2012

The Clip

The most important and fascinating aspect of a Bachelor of Design Innovation in Media is the idea of a virtual escape. Every element of media design (film, photography, animation, special effects) all evolve around being a virtual experience. The most virtual escape possible is gaming. “Offering not just passing entertainment, but complete new worlds in which to become immersed,” (Parsons, 2010, pp. 354-353). In media design, not only can one become immersed in a game but have the experience of creating and developing a new world.
Game designers have the ability to immerse others into a world, showing them new ideas. “Artists and political activists can design games either as a means of creative expression or as a way to focus attention on social issues,” (Parsons, 2010, pp. 354-353). Rajagoploan and Schwartz argue that in the past, the idea of learning to create a video game in college classes was outrageous. However, now game development as a cohesive industry is extremely young and as an academic discipline certainly in its infancy (2005). Students at Victoria University who’re studying media design are part of a very new and innovative moment in history. The course is unique as it offers an understanding of design as well coding, animation and 3d modelling. “Games are made both better and faster when everyone has a good sense of design,” (Rajagopolan, Schwartz, 2005, pp. 29-32). Rajaploan and Schwartz also suggest that programmers are unable to develop games without artists, and vice versa (2005). Virtual experience design is the way of the future as “games are now ubiquitous in popular culture. More than 40 percent of U.S households own some kind of game system. Kids now spend more time playing games than watching television,” (Rajapolan, Schwartz, 2005, pp. 29-32).
The animation will show the development of an idea, from sketching to coding. It will then explore the effect of a virtual escape where even the creator is sucked into his own imaginative world in which he’s created. The idea is not only showing the most important aspect of media design – a virtual escape, but also the exciting and innovative process of Media designers. The virtual escape will express the idea of a “new way of seeing.” The colour palette will include black, white and purple. This keeps it simple and helps the main subject, the character, to stand out.  Purple will add vibrancy and fun to the film. Claymation will be the style of the stop motion as this creates a 3 dimensional effect as opposed to drawing, tying into the theme of media design. Also, the plasticine is very mouldable and the main character can be ‘sucked’ into the television while playing a video game.

Reference:
Parsons, S. (2010). Critical play: Radical game design. The Knowledge Engineering Review, 25(3), 353-354. doi:10.1017/S0269888910000068
Rajagopalan, M., & Schwartz, D. I. (2005). Game design and game-development education. Phi Kappa Phi Forum, 85(2), 29-32. http://search.proquest.com/docview/235184685?accountid=14782

The Clip


The Clip - A Virtual Reality from Ally Baldwin on Vimeo.

Storyboard


DSDN101 Group Signatures

Thursday, 7 June 2012

dsdn104 Project Three - Grow

Project Three Grow

Precedents


My precedent images are all related through spiral forms and bone shape. The bone structure of the seahorse and spiral tail has inspired me. I want to use this to create a circular form.

Source: http://www.artifacturestudios.com/archives/portfolio/special-edition-frabjous-puzzlesculpture/








Development

Skecthing ideas.

Creating models.


Solidworks, making the basic seahorse structure.

Renders.



Final Model.

Developing a story - giving context. Inspired by the idea of evolution - the starting point of my model (the basic seahorse shape) and the way in which it's evolved into my 3d printed model.
 http://www.google.co.nz/imgres?um=1&hl=en&sa=N&rls=com.microsoft:en-nz&biw=1680&bih=845&tbm=isch&tbnid=pWO7oGjvMvFF3M:&imgrefurl=https://webspace.utexas.edu/yg387/human_evolution.htm&docid=KyvE5kngTHfrWM&imgurl=https://webspace.utexas.edu/yg387/human-evolution.jpg&w=720&h=540&ei=Y8POT9qxK_CQiQfuy4H1Cw&zoom=1





Photography

Final