Mari Kubota- Looking Outwards- 05

3DQ is a digital agency based in Barcelona founded in 2015 by Diego Querol that does Interior Design and Architecture Computer Generated Images (CGI). The purpose of 3DQ is to make photorealistic renderings of interior spaces and architecture in order to help people visualize a project.  The Coworking 2040, for example, was made using Corona Renderer, which makes design, composition, lighting and texturing and modelling. Corona Renderer can also edit the texture and lighting of a material real time with little rendering time. 

The Coworking 2040

The colorful and realistic renderings of the Coworking 2040 drew me to 3DQ. Being able to create a tool to visualize a space without actually creating it allows people to get a feel of the space without jeopardizing money or time. A lot of 3DQ’s projects are highly saturated and texturized, giving it an alluring and realistic glow.

Minjae Jeong-LO-5

https://www.pk3d.com/

The works by Piotr Kosinski attracted me more than other arts because I like cars. The artist produces many car projects, not only the exterior but also the interior of cars. At first when I looked at his works, I thought they were high quality photos of cars taken by professionals to promote the automobile. However, knowing that it is a work done with 3D computer graphics, I’m amazed how detailed it can be, and also how it perfectly represents the real vehicles. With such details, I’m sure the 3D computer graphics are useful in many ways for companies to promote and design their products.

YouieCho-LookingOutwards-05

Guardians of the Galaxy Vol. 2, Marvel Studios, 2017
Baby Groot in Guardians of the Galaxy Vol. 2, Framestore, 2017

For this week’s Looking Outwards, I chose the computer graphics work of Baby Groot character that was animated in Guardians of the Galaxy Vol. 2. I think this is a work that is very important in the movie because it has so many cute elements with natural animation. The sequence was done by Framestore, whose animation supervisor was Arslan Elver. Framestore intiially looked into characteristics of babies and young children. Then, they modified the design so that it would feel more mature than a human baby, and “autistic.” After creating the graphics, they had to animate within various contexts in the movie. I think an inspiring process is the way Framestore did animation tests to see how its walking and running cycle would be; there especially had to be sensible decisions made for it to be moving next to other human figures. how they added an extra distance in the movement so that it wouldn’t need extra steps.

Baby Groot in Guardians of the Galaxy Vol. 2, Framestore, 2017

Shannon Ha – Looking Outwards – 05

Image taken from dombis.com

In this series of works, Pascal Dombis uses arbitrary geometrical or typographical patterns create complex and “less reasonable” environments. He would project abstract signs and patterns on to walls or canvases and computationally reproduce the same uncomplicated warped pattern in excess. And throughout the generation of patterns, there are instances where a geometric shape such as a square would emerge from this randomness. 

I think a lot of abstract art these days does not effectively communicate the artist’s intentions, but what I appreciate about Dombis is the fact that he is able to use basic data to generate random elements, yet more importantly, he is still able to create a sense of balance between chaos, structure and order through the growth of a geometric shape amidst these abstract patterns. 

Margot Gersing – Looking Outwards 05

This week I was inspired by the work of Zeitguised Studios. They are art studio that creates playful and quirky works using a lot of 3d computer graphics. It was founded by Jamie Raap and Henrik Mauler in Chicago and now is based in Berlin.

Birds by Zeitguised Studio

The project I really liked in particular is called birds. It is described as a “lighthearted essay on contextualized characters.” It is essentially representations of birds but only made from things associated with birds, like eggs. It is a playful animation and beautiful imagery.

I think the idea of representing a bird out of everything except for a bird is so cool and I love the playful way they went about it.

Carly Sacco – Looking Outwards – 05

An image from Machine Hallucination at ARTECHOUSE in New York City.

Machine Hallucination by Refnik Anadol has recently debuted in New York City at ARTECHOUSE in New York City. This exhibit uses machine learning algorithms on a data set of images of architectural styles and movements. The result reveals the correlation between moments in architectural history.  The images produced help visually represent moments in a city that may have gone unnoticed to the user prior. Fluid motions are used to represent how city movements are continuous and the images projected on them help show how complex cities are.

Refnik Anadol is a media artist,  director,  and entrepreneur in the aesthetics of machine learning. This project allowed him to merge his traits and compose an exhibit that was rooting in machine learning but has an artistic execution of the data collected. He presents a new way to look at images from a city by showing viewers what they’ve already seen but in a fluid, continuous memory.

Jai Sawkar – Looking Outwards – 05

Digital render of a 3D-printed jaw implant by Deviaene

We often associate 3D Computer Graphics with video games; however, this week, I found out that designers are beginning to make medical implants through video game development software!

The above work is done by Sebastiaan Deviaene; he has begun using digital tools usually reserved for video game developers to create 3D-printed implants for bone reconstruction. Using a 3D scan of the patient, he was able to reconstruct both an original jaw and a redesigned implant to fit the jaw perfectly.

In order to fabricate the implant, he used Electron Beam Melting. Through the process, from examining the patient all the way to delivering the implant, Sebastiaan was able to do the work completely remotely.

Having had intensive education in the realm of using 3D modeling, I believe this is a completely viable and more precise method for creating implants like this, and I am very excited to see what the future holds in this field.

Link

Looking Outwards – 05

In my sophomore year of high school, I was introduced to the program SketchUp, a tool used for rending 3d environments in a 2d view. The program was built for the use of architecture and design, in fact, when I first learned of it my assignment was to build a playground using the 3d shapes found in SketchUp. It allows the user to create both basic and complex shapes on multiple axes. Initially published by Trimble Inc, SketchUp has a variety of different versions for different audiences, with the most extensive being used with actual design projects. The one I am more familiar with, is the free version, which still boasts an impressive number of tools suitable for creating complex 3d spaces.

Rachel Shin – LO 5

The haunting and eerie image, Golden Skull, was created by CG director and environment artist Hirokazu Yokohara within 5 days. The article states that the project was created with Blender add-on Graswald, EEVEE, and Cinema 4D. I admired this particular project because it incorporates a variety of lighting, shading, and layering abilities to create such a realistic image to be 3D printed. Such techniques are crucial when it comes to CG projects in movies. The realistic aspect of such meticulously designed items in movies give the wow factor to audience members. I suppose that the image was created by a variety of layering skills with shading and lighting changes implemented to create the realistic factor. The creator’s artistic sensibilities are manifested in the final form by using all his techniques and abilities to produce a realistic CG. As someone who is interested in film producing, I appreciate all the CG artists out there who take the time to give life to inanimate images.

Gretchen Kupferschmid-Looking Outward-05

https://timrodenbroeker.de/projects/redrawing-images/

A series of 3d generative portraits were created by artist Tim Rodenbroeker in which he utilizes portraits taken by photographer Ivana Marija Hope to create digital artwork and animation of the portraits. The size and z-position of each object is based on the brightness values of images files. I love the fact that this artwork is heavily based on the portrait style of the 1900s, yet is so contemporary in its generative and coding based digital aspect. Rodenbroeker’s work is based heavily on using open-source technology like Processing and even p5js. He also creates this images by combining the algorithm and code he creates with lots of research and experimentation.

Though the art is based off of photography art that had already been created, Rodenbroeker manages to create new artwork that celebrates the new computational style that computers allow us to create and to combine it with the human form.