Wasn't quite sure how I was going to pull this idea off when I first started it. I knew it'd be pretty much impossible to model the idea fully using just autodesk fusion. I figured it'd probably be an easier idea to start with a bunch of basic shapes down first and work from there. I had a saddle on E Lee's back when I first sketched the image, but I wasn't actually sure how to make something like that visible. I'm kind of sad I had to scrap that. It was pretty funny. The first go of the modeling came out a bit strange because the horse has no determinable features, and the man just... didn't get a head. After moving everything into mesh mixer, I realized that meshmixer wasn't going to do what I wanted it to. That was fine. At this stage in my artist career I'm used to 70% of the steps being some form of bullshitting. The sculpting tools were a bit wonky, so it took a while to get things into the general shape I was kind of g...
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It took me several days to realize I posted this onto the wrong art class blog. I hope that doesn't effect my grade too much. I'm enjoying trying to model the bottle, but I'm almost a bit concerned I picked something too easy. Even with the strange shape, it doesn't seem like there's a whole lot going on. Then again, I don't want to pick something more complex and potentially not get the project done in time. Nevertheless, I do enjoy trying to make the slits in the cap. I'm not sure why it's so satisfying to work on, but it's almost therapeutic.
Artist Research 1 - Ian Cheng
Ian Cheng works the classic feel of old video games into an immersive storytelling experience in his project Emissary. While his own description of the project is a touch confusing, the stories the simulations tell seem to be rather similar - an emissary coming to a group of people and their response to the message. He adds a whole host of possibilities and endings, showing the nature of human interaction. While sometimes the people will listen to their emissary's message and follow, other times they'll react with scorn and be destroyed by the underlying threat. This idea of multiple story lines within the same concept makes the idea feel all the more fluid and real, and less like a pre-determined video game. On top of that, the general atmosphere and tone pushes the boundaries on the video game medium, and gives the viewer the idea that they're standing within the art piece itself. I personally enjoy his work due to the low poly resolution he gives all his models. Many m...
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