Thursday, October 22, 2009

Research

What are the different aspects focused by different work flows?
Experiment 1 and Experiment 2 adopted the combination of different softwares in order to achieve what they can achieve the most. For example, SketchUp is good for improvisational or complex designs, because it does not emphasise on particular technically challenging knowledges, whereas 3DS Max does. That is why SketchUp is used for Experiment 1 to arouse interesting thoughts on the ramp view of explosions, and 3DS Max was used to do realistic texturing for Experiment 2.
On the other hand, Solidworks does not serve for architectural design purposes, but since it aligns parts of a complex model perfectly, it suits the focused goal (realistic representation of Townhall model) in Experiment 2.
Different softwares are designed with different purposes, but they can be rethink and make use on common things.

1. Images of work flow in assessment 2.


Sketch of plane before extruding


escalator


stair


stair handle


fences


assembling parts together


import separate .STL parts into 3DS Max


assigning materials


export parts and materials into Crysis


installation


material editting in Crysis

2. Research Video:

Original size video:http://www.filefront.com/14875629/BENV2423-RESEARCH_1.wmv/

3. Crysis files download address:http://www.2shared.com/file/8968577/a2123c48/3293524.html

4. 3D Max file download address: http://www.2shared.com/file/8964122/e2d02be6/3293524.html

5. Solidworks files download address: http://www.2shared.com/file/8964209/45722eb5/3293524.html

Thursday, October 8, 2009

Submission

1. Installation within the Town Hall subway station.


1st level


2nd level


3rd level


inter-level (1st and 2nd level)

2. Video on "The Porosity of Subterranian Sydney" :



From daily train rides in the past 3 years, I found that the atmosphere in train stations is especially stressed during peak periods. Students and office people would go running around and chasing trains... little do they care about the environment or other people around them, more like they are alone in their little dream of ambition. This is why I have created the environment without other people in it. Also, the installation has the purpose of evoking porosity within the deepest of human minds - despite their hopeful nature and confidence, there are worries hidden in their minds. I feel in order to present reality, emotional engagement with the daily thoughts in players' minds is more important than to merely make a realistically textured model.

Friday, October 2, 2009

Navigation

1. Short clip showing classmate "navigating" your environment (played by Hayley)


2. Critique navigation clip with respect to strengths, weaknesses and opportunities of the Solidworks to 3dsMax to Crysis workflow.

During the initial modelling in Solidworks, other than the version converting problem for the files, the program is exellent for its assembling ability and accuracy. These important strengths contribute to the Townhall station modelling throughout the whole work flow from the very start.

Since the exporting of .STL files from Solidworks are automatically aligned in Solidworks, the process in 3DS Max is made with much convenience. However the material editting is very confusing and inconvenient. A lot of the functions and technical words - though we have used them, but we do not understand their meaning or what they do. Without fully understand what we do, it eventually leads on to problems like how sometimes materials do not show when they are being applied to the Crysis files. Since we did not know what we did wrong, there was no way to fix it either.

Crysis Editor is excellent in rendering despite all the problem-causing material editting, especially good for visualising realistic 3D environments. However the automatic render also means that there is a bigger limit for us to take control. The concern is to be spent on the correct method to get something working, instead of searching for possible methods to make something perfect.

One more bad aspect (also in Crysis Editor), since the player character in Crysis is huger than normal human, it also creates a false illusion that everything are smaller than real world (in the perspective of the player).

3. Post your particular version of the research question on your blog.
What are the different aspects focused by different work flows?

Week 08

Progress on Solidworks model:

Adjusted extruded cuts; added stairs & escalators
(All major elements now should be close to accurate.)


Leveled floors - without stairs


WITH stairs and escalators...

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1. Upload an image of your level test in Crysis Wars to your blog.


2. Reflect on the lecture to prepare a 250 word (maximum) statement on 'realism' as it relates to your documentation of the Town Hall Subway Station.

There are various ways in which we can interpret the word 'realism' - available to us through sight, smell, touch, taste and hearing. However, since our surroundings and knowledge from daily life have shaped our understanding of normality itself, things from outside our scale of understanding are thus not counted as part of 'reality' even if it is perceived by us (whether it is through a computerised environment or an artwork). >>Another word that might be more suitable to describe - 'surrealistic'<<

To present reality, it is crucial to fit the scale of presentation into the scale of our understanding. For example, a normal bedroom door height of 2meters would appear more realistic than a door that is 1m or 4m in height, but this leads to another question of HOW to make the audience perceive. Of course, the ways vary from a 2D sketch to a 3D environment. The major difference though, between a realistic presentation and a not-so-realistic presentation, lies within the quality of interaction between audience and the thing that is being presented. >>I believe that an excellent presenter should go one step further - they should be capable of guiding their audience unconciously to a certain direction of thinking.<<

As a summary of the statement above has been put into action, EXP2 (The Porosity of Subterranean Sydney) adopts the realistic interative game control into a prensentative technique, which gives our audience the chance to experience reality through movement. It is because of the process of walk through that enables them to recognise familiarities between the computerised model and the actual environment, thus making the presentation realistic.