Projection try-outs

Me and Sophia met up today to test projection for the screen installation (which may not be a screen installation anymore). We tested out the interview footage and some videos of our work onto different surfaces: brown cardboard boxes, white foamboard, thick watercolour paper, some kind of thin, grainy paper roll, and the white plinths from the studio. I personally love how the projection looks on the brown cardboard boxes. The danger with having a brown background is how people’s work might change colours as it is projected. But we can prevent all that by just testing it out first.

I have to be honest, I don’t understand what some people were saying when they claimed projecting onto foam board would look like shit. It looked better on watercolour paper, but foam board was still nice. -And: it’s cheap and will shrink our workload oh so much. A3 sheets of white foam board can be bought for £0.74 per sheet. We need 6 sheets per box. That equals £4.44. Say we’d make 20 boxes, this would add up to £88.80, which is way less that the £600 screen installation. The sheets come in packs of 15. We’d need 120 sheets in total, which divides to exactly 8 packs. No waste!

We could also get different sizes, all pre-cut, so nothing would look shitty. Then all we’d need would be pins. We spoke to Henrijs this morning, and he can get nice cardboard boxes for free from work. We could use these to make a skeleton for our foam board boxes: that way they’d be sturdier.

Henrijs also has experience constructing sets with cardboard boxes. He said he could make the installation sturdy and safe. Safety is another matter: no one’s going to get injured if a foam board box falls on them. All we’d need to do is fireproof them.

What if video games were real?

Was that the thought that went into their head when coming up with this movie? I don’t really care, I am exited! I just watched the trailer for Sony’s upcoming feature, Pixels (2015, dir. Chris Columbus). Long story short: aliens misenterpret video game signals as a signal for war, and attack earth through retro video games such as Donkey Kong and Pac-Man. I was curious, in regards to the VFX style and the film’s concept, of just how serious the film would be. Then I saw Kevin James, Peter Dinklage and Adam Sandler were in it, which said it all: it shall be brilliant, -but serious? It doesn’t really matter.

New island ideas…

Following up on my last post, I’ve made some brainstorming sketches and visuals for the island.

I found my rocks! This is a photo of Hawaii Beach, Guatemala, and the rocks sticking out of the water are absolutely dreamy! It’s funny, after doing so much research on Guatemala for this project, I was absolutely certain rocks like these would exist, because it made sense. But I couldn’t find them, which didn’t make sense at all. But now I did! Wow, that’s a lot of buts…

5_hawaii-beach-guatemala (1)

Along with this, I found a beautiful sunset image of the ocean around Guatemala. It’s my colour palette! 😀

Guatemala_Ocean_Sunset_by_Koudanshi

The rocks from Hawaii Beach really inspired me, so I started playing around with them in Photoshop. As I didn’t have my Wacom tablet at hand, it seemed like a waste of time trying to draw up the branches. It was quite difficult finding the right reference images to use, so I’m just gonna wait before I take this one further.

That round island…

Something that I’ve been struggling a lot with for this project, is the island in which my whole story takes place on/around. This is an issue, as the island is vital to the story. My problem is: what shape should it be?

I originally wanted it to appear fairly plain from a distance. Then I decided that that seemed boring, and would likely not communicate the island’s sinister and dead reputation.

I remembered reading Arnold Aronsen’s American Set Design book a few years back. This book features a visual library of different theatre designs, with the designers’ notes in addition. Something from this book has stuck with me since reading it: one of the designers specified that he would always work out his plan first. Then, and only then, could he achieve a functional and appealing design.

Since I’m more of a technical than a creative person, I was really fond of this idea. I think I’m one of those people who has to see the lines before I can draw outside of them. Anyways, yesterday I returned to one of my island visuals which I haven’t worked on for a while, but as I saw it, I realized how very, brutally bad the design was. It looked okay as an illustration, plus the hours and hours I’d spent perfecting it were difficult to discard from this moment of truth, but eventually I had to admit to my island’s current, dysfunctional design.

I sat down at home trying to figure out the plan. One thing I decided early on was to have the island round, so that it would look like an eyeball. I imagined the sand around it or the levels under the water surface could be the eyelids. I also had this ‘grand’ idea of having the island appear plain, until the moon rose to a position that would visually look like it was the pupil and the island was the eye. I still wanted these elements, but they were proving trickier to get.

One more thing I was struggling with, was working with a big-scale location. Since all my other locations exist inside of this island, its plan has to allow for the characters’ paths. I asked myself: what are the most important aspects of the island’s plan? Answers:

  1. Lumi has to discover The Lonely Monster in the very center of the island, because this symbolizes that the monster is the island.
  2. The girls have to wake up stranded on a beach/location which is situated as a line between the dark forest and the endless horizon. Both have to be clear, close, and grande.
  3. The observatory has to be close to water, but cannot be visible to the characters during the first scene when they notice the island, as it is supposed to be a discovery in Act 2.

Ideally I’d want the observatory to be on a beach as well, as I want the effect of the moon shining through it’s cracks to create spotlights on the water. I also want it to be the tallest point of the island: it would make sense to build an observatory on the tallest point of the island. But this collides with how I want The Lonely Monster to have build a massive shield of branches which covers the entire island, as the tip of the shield would then be the tallest point.

I sought help from one of my flatmates, who’s currently in Theatre Design. She started telling me about ‘her rock in Greece’ as she called it: a rock that her and her siblings would swim back and forth to from the beach. I was fascinated by this, and realized that I had not considered the possibility of rocks around the island. Except pebbles, but those generally don’t stretch very high. I was even more fascinated when she drew it up for me, and it looked like a tall, constructed pillar sticking out of the water, far away from other land. I looked into some images of Greek island, particularly Patmos, which is the one with my friend’s rock:

We started talking about how I could show the island. This conversation was mind-opening, and totally jump-started my inspiration and motivation back on track. We drew some collaborative sketches working out what it could look like. We came up with the following:

  • The observatory could be on a rock outside of the island, yet it would still have to be connected, and there would have to be a way for the characters to get over there.
  • Since the island is supposed to show traces of an ancient civilization, and The Lonely Monster is supposed to be shown as the one who ‘held up’ their society, the monster’s branches could have formed a bridge which led to the observatory. Since the island is decaying, the branches can be dipping into water, like a broken rope bridge. Thinner branches could still be hanging over the water, offering an alternative, more challenging route for the characters to get across.

For technical drawings, I’m referring to the visual development process of Tangled (2010, dir. Nathan Greno & Byron Howard). Maybe this will help me in comprehending the larger location.

New moodboard for island:

A very, very rough pencil test…

 This is a short scene of my opening sequence. I sketched it down quickly to get a feel of how the camera would move around the environment, centered around the character. Photoshop proved really good for quickly adjusting layers and re-size sketches. I found that I was spending so much time trying to use shape warping in Photoshop, when I could have just sketched it down really fast instead. Any suggestions to what I could improve?

Measurement units…

As I was starting to plot down some survey drawings the other day, it occurred to me that I have no idea what measurement unit to use for my technical drawings. It seems strange to use the metric or imperial system when my design’s destination is a virtual space. I know character designers often use the heads of their characters as measurement, but I don’t know how to do this without making it an effort for the prospective modeler. Since modeling software have measurement helplines within normal measurement systems it seems odd to create my own.

Also, I’d have to use the same character to create a consistency throughout the models. In my head it seems perfectly easy, but from a technical perspective I can imagine the trouble it might cause. In example, what if I save the character in the wrong size, and the model come back in the wrong size? I suppose this could always be altered, as it’s not a physical build, but it does seem like a whole lot of extra work that could easily be avoided.

On About.com, the question of which measurement to use is answered by the following:

The easiest answer is “any unit you want.” Because you’re working in a virtual space, there’s no need to define measurements by standard units; you wouldn’t really make a road that took up three miles of virtual space. Instead you’d make a road where every mile represented was just as long as 5,280 of that child’s toy, set end to end. What matters isn’t the specific measurement; what matters is relative scale.

Souce

And finishes with:

Work out whatever method fits your animation style and workflow best. Otherwise you may end up creating objects that are just far off enough in size to be jarring and ruin your animation, rather than fitting together seamlessly. It can be especially difficult to guess when you’re working with perspectives in a 2D or 2.5D space.

I suppose, for me, it would make more sense to use the metric or imperial system to a set scale, as this is something we’ve done throughout the past years of our course. Using one of my characters as the standard measurement would make perfect sense to me, and would be more convenient if her design changed, as the environment would follow her design. On the other hand, if I was handed a set of technical drawings and told to build it with a selected character as the measurement unit, I might get confused. Actually, to be honest I can’t imagine struggling to understand it, but using the metric or imperial system just seems like a safer bet.

Femme Fierce grafitti festival

I had never heard of Waterloo´s legal grafitti area before this weekend. Firstly, I cannot believe that I managed to not know about the six week long London VAULT festival until its very last day of 2015. Nevertheless, this one day was truly amazing.

Waterloo´s underground tunnels were flooded with artists, spray cans and grafitti enthusiasts. The interesting thing about going to an event like this, is the rare experience of seeing work develop from start to finish. By the time you´ve walked through the area once, another work of art has popped up on the wall. The stencil you walked past on the way in has burst into a colour sketch. After another round, contour has been added. Another round, and another artist has set up next to it.

One of my favorite pieces.

One of my favorite pieces there.

This piece was extremely interesting to watch being made, as I arrived in the early stages of its creation and got to see nearly the whole process.

This piece was extremely interesting to watch being made, as I arrived in the early stages of its creation and got to see nearly the whole process.

Note: if you’re the artist and want to be credited, pop me a message or comment and I’ll add your name to your piece 🙂

Next to the amazing works being created, I also found the space completely enchanting. Had to take some pictures.

cam2_1_72pxl

cam2_72pxl

This edit was inspired by Sophia’s costume project from last year, I saw them yesterday while editing our class website. I think I must have been in a different presentation group than her, as I couldn’t remember her work. And her work is definitely memorable.

cam_72pxlartsy2

Wednesday

We started filming the interviews today. Me and the rest of the Screen group set up in 209, as the key to the sound studio had gone missing from its previous tenant. The interviews went extremely well, it was amazing to watch the difference between someone presenting their project for assessment, and someone talking about their project in a relaxed situation where you know that if you mess up, you can do it over.

When I looked over my interviews, however, I noticed how arrogant I sounded. It was a really strange contrast between how deep in thought I felt while talking, and how shallow I appeared on screen. It got me thinking on how to present myself well. How can I show myself as enthusiastic, while still acting natural? The problem might have been that I was overthinking things too much during the actual filming process. If I know my answers better by heart, it will be easier to explain in front of the camera. I’m going to redo my interview tomorrow, try to smile a bit more: seem happy and inviting rather than excluding.

But other than that, the interviews went extremely well! I’m really happy that we’re filming these clips for our exhibition, but also, it’s simply inspiring to listen to people explain their work and learn how their individual minds make connections.