Thursday, 5 March 2015

Fantastic Voyage: First OGR


1 comment:

  1. OGR 06/03/2015

    Hi Kayliegh,

    I was hoping for a bit more content re. your actual concept here, as, had it not been for our recent conversation, I'd have no idea what the jam jars and sweets etc. were about! Personally, I don't think you need waste time and energy modelling lots of cg shelves etc. I think you need to think much more like an interface - a world of jam jars - think more speculatively; for example, think about this famous scene from the Matrix:

    and in terms of scale and childhood awe, why not something like this?

    If you imagine that all of Science's secrets were each contained in a jam jar, what would that environment be like? It's not so much because you have to model something as huge as that, it's more about you letting go of 'real spaces' and think about this as a 'world of jam jars'... so much more like this:

    I think you could have the jam jars just floating in rows in 'white space' - rather more like this:

    If you're going to create a giant Science Pick and Mix in cgi, I don't think you need necessarily worry about building cgi wooden shelves etc... What you might want to think about is creating a preface to the content - i.e. we begin 'outside' of this jam jar repository, and, when we choose to begin, we go from outside to inside this space, and I can see here how you might want to perhaps look at environments like bottling factories for inspiration as to how we travel towards the interface where we choose the actual jam jar we want to unscrew:

    Just by way of an idea as to how you might think about 'faking' the simulation, take a look at this project from current year 3 student, Emily Clarkson, who creating this 'interactive' adaptation of a poet - using a digital set as the interface, and the objects within it as the access points for the content:

    I think you need to articulate your concept on here more clearly, simply because it will help you design, and likewise I think you should start thinking about a brand name for this Science App - something that again will help you crystallise your concept.

    In terms of the design of the various components of the life-cycle etc., I think their materiality is going to be key - e.g their 'Haribo-ness' - I see no reason as you continue to develop them why you shouldn't also be creating some simple texture tests in Maya - just using a regular sphere to experiment on in terms of translucency and softness etc. When I get students to start thinking about texturing/shading research and development, I always show them this image of how a ceramicist works in terms of glazes:

    It's a wall of experiments; of combinations of glazes making different effects, with their precise formulas noted down and stored. I think you could generate something similar as your project develops, so when it comes to texturing etc. you already have a clear recipe at your fingertips.