Looking Outwards-05

A group that really interests me in their capacity for 3D graphics is the small architecture firm WOJR. The way in which they render their buildings can at times even make the unbuilt projects look extremely realistic. I think that the way they incorporate graphics into their workflow is really great, since they often have much rougher and patched together graphics to get an idea for the textures and feeling of the place, but are then able to translate those same ideas into realistic renderings that give a much greater sense of place for the viewer, and can sometimes trick you into thinking you’ve stumbled onto a staged photograph. The image below is from their house a ‘Mask House’.

LO 5: 3D Rendered Art

Art Piece: Glasses, pitcher, ashtray and dice
Artist: Oyonale
Year: 2006

The piece depicts a rather typical scene for painting. Similarly to conventional art, the point of the scene is to show realistic elements such as shadows, reflections, and depth. I most admire how the artist used a generally practiced technique from conventional art and converted it into 3D computational art. The artist stated he utilized Ray Tracing as the primary technique to create the visual. Ray Tracing has become a much more utilized tool in 3D graphics as it creates the most realistic renderings possible. Currently, the technology is beginning to become more prevalent in the world of video games to create the most realistic graphics. The reason it has taken so long for the widespread use of this technology is because it is rather demanding on computers. Before now, typical computers simply did not have the computational power to run more than a simple image. Amazingly, this image was created nearly 15 years ago, showing the artist’s innovative nature as this was not a widely popular technique. The artist’s sensibilities are obvious as he creates a realistic image that can be seen in all sorts of paintings, but rather he converted it to a computational format. Artists like Oyonale are the ones who have paved the way to CGI and other 3D rendered art that we see in our daily lives.

Glasses, pitcher, ashtray and dice

http://www.oyonale.com/modeles.php?lang=en&page=40

LO 5 – 3D Computer Graphics

https://zigorsamaniego.net/

Amigos Project

Zigor Samaniego

The artist I chose to examine for this week’s Looking Outwards is Zigor Samaniego, specifically the Amigos Project series. I was first drawn to the absolutely adorable monsters and how “real” they looked, especially the texture—some are fuzzy, some are porous, and some have a shiny gleam as if made of glossy plastic. Samaniego also creates short animations and films of these monsters, and has amassed a large Instagram following for his vibrant and fun characters. My favorite monster is the little red ball wrapped in a jelly coating. I’m really fascinated by how 3D renderers create textures, shadows, and highlights in software such as Cinema 4D to make objects seem as if they exist in the real world.

My favorite monster—it reminds me of a little jelly donut.

LookingOutwards-05

The project is called “Ghost Mantis” by Dmytro Teslenko. Immediately I was drawn to this work due to the attention to detail. I couldn’t believe that it was computer-generated because it looked like an actual praying mantis was being observed under a microscope. I specifically admired the little textured bumps and tiny hairs on the body of the praying mantis. I think it is interesting because it shows just how much zoomed-in attention the artist put into the work. Dmytro Teslenko used 3D rendering to create the image, but did not specify exactly what program helped generate the work. He said that his process to create the work consisted of modelling, sculpting, and then texturing. Based on Dmytro Teslenko’s previous works, it is obvious how his artistic sensibilities were manifested in the final form. His previous works consist of detailed renderings of animals, insects, etc. He tends to focus closely on the face and eyes of the organism he makes works of, and his “Ghost Mantis” piece follows suit. 

https://www.artstation.com/artwork/b2rYv

This is “Ghost Mantis” by Dmytro Teslenko.
This is how some of Teslenko’s previous works. Based on these previous works, I could see how Teslenko manifested some of his artistic interests in animals and other organisms into the work that I discussed in this blog.

LO 5 – 3D Computer Graphics

Brazilian 3D artists Fabricio Moraes and Guilherme Formenti teamed up to create a whimsical scene called “Slug Race”. The inspiration came from a walk in the woods and the sights to see in a damp forest. Fabricio had wanted to try a technique called photogrammetry, so on his walk, he scanned a lot of trees, rocks, and ground to create a realistic representation of what he saw. Agisoft PhotoScan was used for the collection of assets for the process of photogrammetry, 3ds max and Zbrush were used for modeling and lighting, V-Ray was for rendering, and Nuke was for compositing (Moraes typically uses Photoshop for compositing). I particularly enjoy how these artists created such a whimsical scene that is closely based on reality. The process of photogrammetry is also very intriguing as it is a technique that I would also like to try.

LO-05 Computer Graphics

For this week’s looking outwards, I thought I would highlight one of my favorite topics in the world of computation – non-euclidean geometry. The youtuber Code Parade makes videos showcasing their work developing rendering engines that display non-euclidean space.

These videos showcase the ability of computer graphics to show us other, possible worlds. Hyperbolica in particular shows us hyperbolic & hypobolic space: worlds where space is literally curved. Worlds where space is literally more or less dense, producing otherworldly visuals that confound the human mind. Triangles with three right angles. Seeing the back of your own head. These projects bring advanced geometry to life in a visual, visceral way.

I really admire the project because it does something that would be nigh-impossible without computation. It is difficult enough to grasp rendering flat space by hand, but curved space would be totally out of reach. These rendering engines are built from the ground up to simulate curved space & impossibly interconnected geometries.
-Robert

LO: 3D Computer Graphics

“Self-Portrait” (2020) by Ian Spriggs

One 3D computer graphics artist that I find inspiring is Ian Spriggs and his 3D portraits. For most of his works, he models and textures using the Maya and Mudbox programs without using any scans. He adds touch-ups in Photoshop and renders his work using RTX graphic cards from Nvidia. It is a phenomenon of how realistic each portrait is. It is inspiring to see him create such realistic 3D forms in 2D space. Besides the fact that his work is inspiring, he himself as a person is as well. He is very generous in sharing his work and even sharing tutorials in his methods. Even though it’s just a project, it is so jaw-dropping how he creates every strand of hair, the glimmer of light in the iris, down to even single pore. It’s hard enough to paint a realistic portrait but to render it through computer graphics is insane.

Ian Spriggs’ 3D Portraits: https://ianspriggs.com/portraits

Looking Outwards 05: 3D Computer Graphics

Jae Son
Section C

Looking Outwards 05: 3D Computer Graphics

Olympthings by Branko Kolarevik and Ryan Cook was particularly interesting to me. It is a conceptual architecture of a tower. It is a conceptual work in which curates tower that is a repurposed structure of things changed through time. According to Kolarevik and Cook, “The interior is defined through advection and perlin noise algorithms which help to create openings and pathways for people to access. Variations of these algorithms are repeated throughout each structural layer to create a blurring effect when viewed from afar.” It is a theoretical work, so I am not sure of what kind of algorithms they used to generate this, but I suppose it will be something that is looped. I admire its creativity and imagination, and its beautifully executed composition and details. Massive amounts of series of lines are intertwined to create the tower architecture, and I admire this sensibilities in the detail and complex structure.

https://www.behance.net/gallery/46350115/OLYMPTHINGS?tracking_source=search_projects_recommended%7C3d%20graphic%20computational

LO 5 – 3D Computer Graphics

Alexis Christodoulou is a self-taught 3D artist whose work focuses on imaginary environments. He works on a range of creative projects, from commercial to personal, and produces his work using 3D computer graphics software. More specifically, Christodoulou uses Cinema4d and Redshift for rendering, additionally using Adobe CC for post-production edits.

I particularly like the editorial designs that he created for Icon Design Italy in 2019. He designed two covers and several other renders of dreamy, open spaces for the magazine. Christodoulou’s work is incredibly intriguing and visually appealing due to the highly realistic, serene compositions. I admire his sophisticated use of color to evoke certain emotions and creativity in imagining dream-like environments. I think that his use of direct natural light in his renders is very successful, in that it gives a very soothing, airy feeling to his work.

Icon Design cover
Icon Design cover
another rendering from the project

Looking Outwards-05: 3D Computer Graphics

The 3D Computer Graphics project I chose to focus on was Generation Gap by Mike Campau. This project captured my attention because of how realistic the renderings were–I had to get a really good look to believe it was all computer graphics. The images were also colored in a way to invoke nostalgia, as he was depicting objects from his childhood. I admire it because of Campau’s ability to use CG to substitute photography. Like his other works, I believe Campau used photography as a baseline and used CGI programs to mimic the effects of a real photo. With rendering, he was able to emphasize the highlights, shadows, and small details to make the images come to life. Mike Campau’s artistic sensibilities are manifested in this project since, like in his other works, he captures the realness of the objects he produces through CG, to make the final outcome like a real photo.