Friday, 28 February 2014

Lebbeus Woods Architectural Influences

Lebbeus Woods (excuse the spelling mistake below) is an architect that chose to convey his designs in a more conceptual way rather than in model or CG form like Zaha Hidid.


Lebbeus Woods appealed to me instantly as he uses the kind of style I am looking for. For example, looking at the bottom middle of the influence map he has combined both the futuristic, curvy architecture with the standard "blocky" building that are found in most cities. 


As an added bonus, this building looks somewhat similar to the USR building from I,Robot (2004).


Another major part of Woods' work that appealed to me was the way all of his projects are made consisting of panels, rather than a smooth finish, like the traditional or "common" science fiction buildings. I want to incorporate this kind of style into my work, as it can easily show the historical future of the world I aim of produce.

Thursday, 27 February 2014

Zaha Hadid Architectural Influences

Zaha Hadid is an amazing architect that famously designed the Olympic Aquatics Centre:


As a futurist, her work has Influences me quite a lot, my scene is going to include curved, sleek building what aren't conformed to the normal of "blocky" buildings. I want to aim for a realistic setting, but in a more abstract way. The way Hadid uses line is especially useful in the sense that it conveys a sense of the personality in the buildings. 
The environment I want to create is one where robots and humans co-habituate, and seeing as I am dealing with machines, I want the building to reflect the fact that there are up to 10,000 robots and only 1-3 human inhabitants.






I also found an architectural masterpiece by KWK Promes

This structure is an example of how I can make my environment efficient, as if it would be technologically possible.

Wednesday, 26 February 2014

Colour Palettes Influence


When looking at colours, I thought, because the setting in the book is a very natural environment, but still built up into mini estates and towns, I would rather stay away from the very dark colours, like black, dark brown and very deep reds. 

I feel that 2, 3 and 6 could possibly work the best as they are mostly neutral tones, and I could add some highlights of different colours to bring out the detail. However, in another direction, I think 7 could work in the way that I could use lighting to deepen the colours and make the setting look like a darker part of the day, like sunset or night.

Tuesday, 25 February 2014

Post Modern Architecture Influence

As Asimov's books were written with Post Modern architecture in mind, I looked at different building within those parameters to influence my work.


I also looked at more olden rustic looking houses, but mixed with modern elements.


My aim is to mix the two and find the intersection between all three categories. In my head I can imagine an estate utilising all of the materials to create a habitat not only for humans, but for the robots as well, as they need to gain their own power source, while keeping it discrete enough for comfort of the humans (known as spacers)


As far as land is concerned, there are up to 10,000 robots farming the land and keeping it fresh, suitable and fertile. Because this is done by the robots and not the humans, the equipment used to do this would not be fit to use by them and instead would be designed and manufactured for the robots.

Robots and Empire Research

Isaac Asimov – Robots and Empire Research

Sources from the book.

Power source:
Uranium (Abandoned)
Solar Power

Setting:
Vast estates
Pipes into the ground to draw heat and energy from the core
Northern Hemisphere only inhabitable (Helionia)
Sea coasts, Rivers
Warm
Vegetation maintained by machines
1200 fields, 1 person and 10,000 robots per estate
Enormous tracts of land
Curved and sleek, elegant yet simple

                Sun:
                Disc like
                Not too dissimilar to Earth’s sun
                Sun spots
                Flares

"The sky was an almost unmarked blue, except for a thin line of clouds on the western horizon"


Inhabitants:
Objects moved with telekinesis
Hermaphroditic
Lived for centuries


Isaac Asimov’s “Robot” series was written between 1950 and 1985, a time where postmodern architecture was being introduced into society. This shows in a lot of his work where all of the architecture on Solaria is clean and smooth, it is without clutter and has a lot of curves to portray beauty in a simple way rather than overloading the mind with too much stimulus. I am going to look at Post Modern environments and building to give me an idea for the style I want to go for.

My original plan was to model the old and desolated environment of the time the book is set. However this has been found to be a little challenging as there isn't a a great deal of time spent on this place in the story. My revised idea is to re-create the memory of the home of Gladia where she describes how she remembers the estate she grew up on. 

Maya - Games Modelling Part 11 (Final)

 Wire

 Shaded

 Wire On Shaded

 Default Material

 Shaded and Textured

Wire on Shaded and Textured

Final Render

Maya - Games Modelling Part 10

Everything modelled and textured

done from a missing tutorial a while back, the lighting in place

Wednesday, 19 February 2014

Adaptation Part B

For my Adaptation Part B, I am looking into the works of Isaac Asimov. The book I want to adapt is "Robots and Empires" the last book in the series which started with "I, Robot". 






The main setting is on a distant planet called Solaria, a base station for factories where humanoid robots were produced and then abandoned. The main character, Gladia, returns there, to her home world, and her companion robot and captain of the ship unveil a sinister plot to destroy Earth and stop the expansion into the Galaxy.

The environment I want to adapt is the childhood home of Gladia, there is not much description on the estate in the present time, however there is a much wider explanation of how it looked as she remembers it from her youth. 




Maya - Games Modelling Part 09

 Metal Anchor Plates and Rings

Wooden Planks (The ropes are easier to see in this image, rather than the previous post)

 The Flag

The Scene as a Whole

Thursday, 30 January 2014

Maya - Games Modelling Part 07

These are the two base texture maps we created. 

Rough Rock

Wooden Planks

Maya - Games Modelling Part 06

Platform UV

Platform Occlusion 

Platform Normals

The Same has been done for the Stone Pillars and the Planks and Anchor Plates, but Blogger seems to not like the other maps and just shows them as block colours, I will amend this and then post them at a later date.


Maya - Games Modelling Part 05

Part 05 - Test Rope Normals

Monday, 27 January 2014

Infographic Scenes

These are the basic scenes I am using for my Infographic.


Scene 01: Light Switch
My first scene will start with dark, with a light switch just barely showing. The credits will roll, and then the light will switch on and a 3Dish circle will appear, with bacteria crawling around, like a petri dish. Another circle will then roll around the inside, producing a pie chart with the information above on it.



Scene 02: Toilet
The next scene is slightly different from the drawing above. There will be a hand that dips a sponge, but instead of a bucket it will be a sink. Once the sponge has been dunked, the sink will slide out to the left, and a toilet will slide in from the right to the centre, where the sponge will be dunked in the toilet then wiped on mirror.


Scene 03: Toothbrushes
The toothbrush scene, is, in my opinion, the most horrifying fact I have found. the scene will have a set of toothbrushes in a cup next to a toilet, the toilet will then flush and spew out brown particles which will travel and settle onto the brushes and engulf them



Switch 04: Shower Curtain
The Shower curtain scene and the bathtub scene's order are up for debate at the moment, they could possibly switch depending on how they turn out in the final mix. The Shower curtain is going to start bunched up to the left hand side and the open out fully.



Scene 05: Bathtub
This scene is going to be a birds eye view of a tub, with some water in it, it is a very simple scene, but then the text will change with another fact, and a swarm of bugs come up from the drain covering the bath in crawling bacterium.

Scene 06:
The final scene is going to be a cloth that falls from above and settle in the middle of the screen. the text will crawl into place around it and microbes will come out and start eating the cloth.

Wednesday, 22 January 2014

Environment Concepts

These are some of the environment concepts, I produced. I wanted them to be clean, and very minimalistic, and I think that number one or number four are the most successful. 





Friday, 17 January 2014

Script of Events

There is a fade in from black, and the camera is head on facing the bathroom door. The credits show, stating "Gross Facts About..' which fade out and "Bathroom" appears. This fades out and then the door opens into a pristine bathroom, white and elegant looking.  As the camera pans around the room, a head up display appears with the names of the different germs and gross facts about each piece of equipment (Fig. 01). The camera pans backwards showing the bathroom in its entirety and concentric circles start to emanate from the different germ inhabited places, such as the toilet, the drain, the toothbrush, the door handles etc.. (Fig. 02 + 03)


Fig. 01
(I couldn't find a picture of the image I wanted to show, so I made a quick mask in After Effects to show it.)


 Fig. 02

Fig. 03

The contour map is a kind of indication of how the germs disperse from the center, and fade out. I am also going to show this with the use of colour and shading, the darker the colour the more dense the germs, and the more washed out the colour looks, the less germs there are.