Category Archives: Assignments

Final Project: The Humanity Garden

THE HUMANITY GARDEN

A composition of experiences and nature is what makes us human. Who we are, our purposes in life, and our place on this Earth are the questions that connect humanity. Humans share the closest amount of genetic code between races than any other species on Earth, and yet are disconnected by geography, spirituality, and culture. Although we may grow into different beings, our human experience is a parallel to all those around us like a large garden. Different spaces occupied by different plants and separated only by fences. All needing sunlight and water, all growing from the same Earth, and all connected through their commonality.


Screenshots

African Botanical Garden

Persian Paradise Garden

Japanese Zen Garden

English Cottage Garden

Center Room with Portals


Video Playlist

View short clips of each garden by clicking here!

Project #2: Art Experimentation

Theo Prins
Illustrator and Concept Artist

Articles & Other Sources
Portfolio
Art Station
3DTotal Interview
Into The Pixel Interview
Guild Wars 2: Concept Artist Highlight

Artistic Experiment


Mats Myrvold
3D Prop Artist

Articles & Other Sources
Portfolio
80lvl Article

Artistic Experiment

SEE INTERACTIVE 3D MODEL HERE


Experimentation Notes

Most of my work throughout the years has been 2D, or heavily based in illustration. Theo Prins has been an inspiration of mine for many, many years, and was one of the first artist’s I feel in love with. His style most noticeably is geometric, colorful, and detailed without wasting brush strokes. I loved how he juxtaposed his cleanliness when it came to compositions and dirtiness  when it came to color palette. His forms are immaculately rendered and yet very simple in execution.
I simply took what I loved about his artwork and tried to mimic it in a 3D space by using various colored lights and keeping my geometry basic. All the geometry I kept as simple as possible, which was a particular challenge when making a composition. I also struggled with finding a suitable composition while also maintaining and interested scene lighting. I wanted to play with non-natural colors the same way that Prins does, however I found myself needing to keep it mostly natural looking for the sake of legibility. Looking back on it, I feel like I could have kept the color crazy and gone with the flow. The final image was a weird mix of un-natural greys and pinkish hues, with mostly greens; it was the lighting I added in the scene that really made a huge difference in the scene colors as well as composition. The last image is the entire layout and how it’s a little “hodge-podge” to mimic perspective and depth without making the scene too messy.

Mats Myrvold is a freelance 3D artist, but is more recently known for his work on the newest World of Warcraft expansion: Battle for Azeroth. He specializes in hand-painted stylized props for use in games (low-poly, organized UV maps). He does everything from designing the concept, painting it fully, creating 3D geometry, manually laying out UVs, and then finalizing a 3D paint on top of the geometry. He also mentions various use of sculpt/normal baking for painting assistance in certain, more elaborate subjects.
I have very minimal experience in hand-painting textures, and thought this would be a good opportunity to experiment with the process again. Like Myrvold, I created a quick concept of what I wanted to make; in this case, it’s a small succulent of mine (in a tin rather than it’s stone vase, for the sake of playing with an interesting texture). I got to play around with how to create a low-poly, yet still organic looking plant, while trying to keep a boring tin interesting to the eye. It took several hours for me to finally come up with the 3D object, since I’m still very slow using the tools, and probably aren’t using all the right tools for the right things! I also took the time to lay out the UV map in a way that I thought would be optimized, while also keeping it paint-able (that took the longest!) Overall I’m pretty happy with the result, for being such a “quick” experiment.

Overall, the experiment helped me hone in some essential skills for creating a whole 3D environment. Theo Prins’ work helped me understand the important of “K.I.S.S.” (Keep It Simple…Silly!), keeping true to even the smallest details, and having fun with color. All of these notes will be important in creating a garden, especially in a VR space, where I won’t have any direct control over what the viewer will look at or focus on. Mats Myrvold’s work showed me to keep true to my traditional artistic training from 2D and apply that knowledge into 3D. His article explains the importance of knowing the fundamentals of painting, which will benefit any 3D artwork, hand-painted or not. These fundamentals will solidify your work in a way that keeps it visually striking and interesting, even if it’s not realistic. Because I am creating a stylized garden, it’s important for me to remember my fundamentals in painting and drawing to keep a good composition and keep a high standard of quality.

 

Reading #2: Discussion

Digital Art by Christiane Paul

Typography and narrative text have never really, in my mind, crossed paths. I always considered narrative text in the realm of writing in novels or books, or even story telling through a paper-read series made for mass production where the type only matters to get the words to the reader’s mind. Typography I considered to be an art of font-type and design, where knowledge of human psyche and foundations of art collide into a new art form.

My mother was an English major in school and received her masters in reading (a teaching specialty), while my father was a well-rounded artist, drawing and painting portraits, writing classical music, and also writing short stories and novellas. Growing up I was constantly surrounded by books and language, which drove me to see words in a particular way. When introduced to typography, I thought of it as it’s own form of art. Paul’s essay combines the design of typography with narrative writing and suggests a new form of story-telling through what we call contemporary art.
The examples in the text were interesting and mostly exhibited interactive artworks where the viewer could physically be a part of the artwork’s narrative, some creating new meanings, new words, and some just jumbling around letters in a distinct way almost “un-identifying” the letters. Something I found interesting about most of the exhibitions where that they seemed to force the viewer to re-imagine words, and even letters. My sister who is studying linguistics in Switzerland brought up an interesting point of view on language: Certain languages sound unique to us, like French sounding romantic, or German sounding harsh, but actually understanding the languages and the meanings behind the spoken words almost takes away those unique feelings since the language has now become a means of communication rather than a decorative sound. I felt the same way with these works; how I’m fluent in English reading and writing, yet the letters and words seemed unique in a way that a new language would look to a foreigner.

Another interesting contemporary categorization in Paul’s writing was video games. While video games are considered interactive art (for the most part) I found it unique that Paul would categorize video games in the same way that interactive narrative would be categorized. The logic is there: both interactive, and both requiring the viewer to have some sort of input for it to be completed as an exhibition. However certain things seemed “off” to me – for instance the use of hacking as a form of contemporary art. For me, this seems very “dada-y”. As someone who also grew up gaming from a very young age, the purpose of video game hacking was to complete a goal faster, since all video games had a goal for the player to complete. What hacking does in Paul’s writing is suggest that the hacking transforms the game into a different kind of artwork: contemporary. While I can’t argue the validity of what defines an artwork as contemporary or not, I can definitely agree that my view of video games and Paul’s view of video games are inherently different, as I came from the perspective of the player, while Paul is coming from the perspective of a viewer. I think video games (or rather the interactive platform using a controller and a screen requiring a viewer) has now simply become a tool to create. It’s an perfect form of visual art, digital media, and the practical form of programming that comes together in a beautiful way to create something new. Whether that new thing is a traditional video game, or a new form of art, I think is up to the creator.

Overall, Paul’s writing brought up very interesting definitions and forms of art that I had not considered before. Narrative type seems like an exciting way to play with the meaning of letters and language, while video games have become a categories of artworks all their own. My takeaway from this reading is to keep an open mind about how common things can become transformed in new ways using creativity and a spark of imagination.

Project #3: Contract

BFA Contract

  • What you will work on (type/genre of digital art, i.e. animation, video, digital imaging, installation, interactive work, etc.). Is it one piece, a series, or several works?
    • I will work on an interactive work. The interactivity will be one piece, but the gallery exposition may include several pieces. The one piece will be a VR Experience, but there will be a series of artworks within the one work.

 

  • What idea/concept drives your project? What theme will the project address? If this is time-based, it should include a synopsis of the piece. Otherwise, it should be a concept statement
    • The idea that drives my project is the humanitarian ideas behind gardens as well as the cultural identities that they exhibit. These identities will be a window into each culture and how they appreciate beauty, cultural plant iconography, and harmony of the landscaping. The viewer will experience a large garden that will encompass many different types of gardens from world cultures.

 

  • Describe the formal aesthetics and unique style and HOW that supports the concept.
    • The formal aesthetics will be stylistic interpretations of realistic plants. The plants will not be fantasy-based or imaginary. The imagery will be fun, bright, and “touchable”. These styles will support the idea that the garden is designed to be an enjoyable experience. I want the focus to be on the types of plants and gardens, therefore stylizing will allow me to accentuate focal points which will be helpful in moving the viewer’s focus around where I want them to look.

 

  • What final format will your artwork take (medium & size)? Discuss specifically how it will be displayed in the gallery (recall that each student gets about 12’ of linear wall space or 12 square feet of floor space).
    • The final format of my artwork will be in VR and take place on a digital platform. There will be a monitor that will play a mirror of what the viewer is seeing through the goggles, as well as a table with booklets or prints that will show the participant the idea behind the project. If there is time, I would love to 3D print some of the plants or garden aspects.

 

  • In addition, you must submit:
    1. A DIAGRAM (professionally drawn in Photoshop digitally OR neatly drawn by hand and scanned in) that shows the display in the gallery. Rough sketches will be rejected.
    2. A list of equipment that you will need for both PRODUCTION – making the artwork (i.e. cameras, scanners, etc.) as well as for final DISPLAY in the BFA Thesis Exhibition gallery. We need this so we can begin working on those needs immediately.
      • PRODUCTION: Autodesk programs, Unity 3D, testing will be done in Unity 3D
      • DISPLAY: Large monitor (TV), Occulus Rift headset, pillars/display tables, security cable (anti-theft), brochure/paper stand, Xbox 360 game controller, power cables for the monitor and goggles and controller

 


Calendar

9/26 – Garden concept completed. Research used to create a garden layout.

10/1 – Basic VR testable. Working use of VR on laptop and in Unity 3D.

10/3 – Process Blog 1. Block in of garden landscape.

10/8 – Block in with some finished assets imported into Unity 3D with basic materials.

10/12 – Mid term. Working VR test on desktop.

10/15 – Progress on garden models. Process on working VR for Oculus.

10/22 – Progress on garden models. At least one interactive piece working in Unity test.

10/24 – Process Blog 2. VR test with interactive piece and some final models.

10/29 – Finalize lighting in Unity. List of sounds needed.

11/5 – Added sound effects and some lighting effects. Finalized garden models.

11/7 – Online equipment form. Animation tests in Unity.

11/12 – Fine tune code and interactions: Working animations, sounds, and lights.

11/19 – Draft statement. Test of entire VR experience.

11/26 – Fine tune: ensure VR and experiences in working order.

11/28 – Final work

 

Reading #1: Discussion

Digital Divide: Contemporary Art and New Media

Many articles have been written discussing the impact of digital media, but I particularly thought Bishop’s article was interesting because it probed into the why instead of the what.
As someone who creates art on a digital canvas I always found it difficult to tell people how I work, especially other artists who have never worked in digital media before. I often came across other painters who either scolded me or alienated me because my images didn’t use paintbrushes or paint in the traditional sense. Many viewers even thought of my art as a kind of “scam” thinking the computer somehow “generates” the artwork for me, or that I’m just some sort of copy-paste artist stealing photographs. Lots of folk want to talk about the what, even when they don’t understand what digital media artwork really is.
Bishop had an interesting argument to make: much of digital media art is really just using digital media instead of commenting on it, and those that do comment on it have the same thing to say. I admit, I’m definitely someone who has used digital media as an artistic canvas, as a paint, as a platform, and as a gallery space, and yet I’ve never dealt with the why behind the entire digital phenomenon.
I’m interested in seeing other artists out there that delve further into the digital why. There’s definitely an entire cultural space in and around the digital world such as memes, social media, ingestion of information, etc. but I haven’t seen much of that commentary artistically speaking – it would be very interesting, and I think important even, to see more of that in the fine arts world.

Self-Assessment Essay

My name is Sandra Rosado and I am a digital artist. I work mostly in a mix of 2D and 3D, where 3D is used to create models and my skills in 2D are used to texture those models. Programs I use are Maya, Zbrush, Unity, and Unreal 4, although I’m very interested in switching to 3DS Max for modeling purposes.

I create 3D environments and render them using low-memory game engine screen shots as opposed to high-detail programs such as Arnold or Keyshot. The challenge of rendering in a game engine is that I am attempting to create a similar quality and detail to the high-detail renderings, but attempting to make it use up as little cpu memory as possible. My environments are “organic”, meaning that they rarely incorporate any kind of mechanical or man-made object. In 3D terms, I stray away from “hard-surface” modeling and prefer to create “organic” models. I have a great love of plants and all things vegetation, specifically trees, and try to highlight those things in my models. I enjoy creating plant subject for two reasons: one is that I simply just enjoy greenery, and have always had a love for all things that grow; two is that there is a particular challenge in creating great looking plants in 3D, especially ones that are low-poly.

As far as style is concerned, I’ve never considered myself to hold to a distinct style. Recently, I have been enjoying clean and simple designs, where readability and immediate distinction are the key qualities. I also enjoy this in painting styles, where local colors of a particular color scheme are used and the scene would use the full value range for the most visual contrast. At the moment, I find value in keeping a scene visually uncluttered.

Themes I’ve worked with have usually been for the simple aesthetic of the image, but have ranged from personal narration to political or social commentary. More recently I have been interested in socioeconomic issues dealing with the complications of race and poverty. In contrast to that, I am also interested in the utopian aspect of artwork: creating it in joy for the sake of it being enjoyed by the viewer. I think there is a personal connection people can make with a work depending on the state of mind the artist created it in; I personally want that connection to, overall, be joy.

The only way I have ever created my work to be distinctive is to create work that could be considered the most visually appealing in a group of works. The standard I tend to use for visual appeal is the very technical foundations that most visual artists learn: composition, color theory, contrast, etc. To me, a beautiful piece of work is one that is also technically appealing. I personally strive to distinguish myself using technical appeal.

One work that I am very interested in is the environment artwork of “Divinity Original Sin II”. The title is of a strategy based game, where the player is a character seeking divinity through mortal means. Each level and environment is beautifully detailed, but also simple enough as to not affect the complex game-play. I really admire the immense work that went into creating the environments, as each level is unique down to the type of grass. A simple screenshot of the game would not be enough information to simply write off as a low-memory, low-poly game screen, and I think that alone is impressive. Here (https://www.artstation.com/artwork/3nVPB) you can find one artists’ environment work which I believe serves as a great example of the quality of work throughout the game.

The Last First Day!

My name is Sandra Rosado and I will be graduating on December 15, 2018 with a BFA in Digital arts from Bowling Green State University. Part of this thesis is to create and update a blog following my process as well as post assignments. Feel free to subscribe to learn about my work and follow my progress!