- vr painting
I decided to Instagram message Manards, a fictional designer combining his background in graffiti, classical fine arts, and graphic design in his unique portfolio. I came across his work on Behance and was instantly mesmerised. I couldn’t find a lot of information about his processes and his workflow so decided to message him on instagram. He provided me a lot of useful information and I will continue to use this research to delve into the world of messy interface further. The main link between his work and our brief is that he creates his futuristic three dimensional design from a reconfiguration he creates of famous “grandmaster” paintings in the idea of them centuries ago actually being exposed to computer softwares and programmes. This is a real life example of juxtapositioning analogue and digital works. The original painting therefore being analogue and Manards design being digital. A messy interface.
To the right is a colour palette I have created colour dropping colours from of his pieces and editing them on nomad sculpt.
I used premier pro to create the soundscape for the virtual reality experience as my Logic Pro trial has expired :(
audio
collecting audio clips from YouTube to layer up
factory sounds
binaural audio - super immersive= good for VR-
can hear with headphones
max Cooper binaural audio
cogs
binaural audio effect in centre of track
powernoise - by simplexia
max Cooper - repetition
experimental ambient mix
Aphex Twin
aphex twin - disktat
Jamie xx- Idontknow
screenshots of waveforms - as I placed them all in primer pro to listen to them against each other and workout which goes best with my visuals . I also asked my friends in my house and they all leant towards Max Cooper as one of there favourite audio clips
machinery sound effects
max Cooper repetition -and I layered over many industrial sounds and machienry to create increased ambience. Below is my layered premier pro audio file
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playing with distorting with decks
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the FINAL AUDIO >
the FINAL AUDIO >
gradually increased the tempo
and volume and the same time
using serato and decks I experimented with adding filters onto the audio I created. Adding industrial sounding filters, ones that create an echo, I experimented with tempo slowly bringing the audio in and speeding it up, whilst gradually turning up the volume. My experiments are in the audio clips above the decks video.
I wanted to add the element of reconstruction to the audio itself, have an existing audio place it through a computer and a new output ( like a reconstructed building ) is created.
fonts
different rooms = industrial buildings in Manchester
edited the fonts
on photomosh
to make them move
fronts used in digital split video
each room in the 3D sculpt is inspired by an abandoned building in Manchester. I placed these within the 3d sculpt of the mill.
The grass and nature that I have placed into the final renders Is inspired by nature that overgrows in derelict abandoned buildings like below
These are my photos I took of another abandoned mill in Manchester when my friends visited to collect some primary imagery and research
video editing
I experiemented with putting sims builds in othe Digital split screen video of industrial abandoned buildings compilations but it felt to confusing with my 3d render and overshadowed it.
pixel hand~drawn icons
retro game influence -
retro games
e.g space invaders
>
internet
>
meta verse
^
internet in terms of the redevelopment process
games of the 80s/90s - same time as rave culture ' the summer of love '
To create imagery to instruct the viewer to wear earphones and a VR headset
^ possibly a bit far out - but pixel area good representation of the digital and hence why this was a texture I created in my typography
< slower version of virtual reality final - I had to slow down the speed of the video renders on after-effects as due to such a long rendering time on cinema 4d if I rendered them any longer It would take a lot longer. However I don't think this is a huge problem as it lends into the illusion of virtual reality as VR is not smooth and cinematic it is real - time games play.
- the version to the left however I slowed a little too much and it went a little too choppy
I really tried to encompass the fast and then jolt feel to movement of the virtual reality game play - I could of rendered less footage and got a more smoother finish but it definitely works better the way I chose I think.
trying to animate VR hands
The only time I show the virtual reality hands slightly and entering into VR from a found footage is at the beginning of the video as this worked within the background
I tried to animate VR hands from using found footage of VR game play and using the linear cut key on aftereffects - This just looked messy over my VR moving image and the background wouldn't go completely away as the layer isn't transparent.
Plus my video is from a fly over perspective as I felt it wasn't in my skill set to do a walking animation through the VR. Therefore when your flying you wouldn't be able to see ur VR hands really in front of you, I'm guessing they would be by your side
The only outcome would be to 3D sculpt hands, but I don't know how to character rig for animation and movement so they would look stiff and lifeless which is normally not the case for VR hands. At this point of the project I didn't have time to create these, however if I had more time this is something I would consider and learn.