Friday 30 November 2007

deadline today.

just to remind you, fellows.
after some peripeteias, we'll make it.

Monday 26 November 2007

Sunday 25 November 2007

Thursday 15 November 2007

Model sheet for Heba

See how you get on with this. It's quite a basic model to start with, but as you can see from the photos it can be made a lot more complicated by adding lots of cables and pipes. Have a go at texturing as well if you want...



Thursday 25 October 2007

Concept model

Here's some renders of the rough model. The colours don't represent the final look, I just put the walkways in red to illustrate where the maintenance droid can travel.





















Monday 22 October 2007

update_001.

I made a rough model of the chamber over the weekend, including animation of the robotics and machinery. It was a lot easier than trying to make detailed drawings...

I'll render some images and post them tomorrow- I thought it was a good idea to post the thumbnail drawings first so that things are in the right order.

I figure we can use the rough model to work out camera angles and the exact timing of shots, that way we'll know which parts need more detail and more time spent on them.

The story could certainly revolve around some kind of robotic class distinction. I thought it would be cool if the maintenance droid watched the memories on the screens and was inspired to try and escape a 'life' of drudgery in the chamber, possibly by negotiating a maze of walkways up to the top of the dome, and then out into sunlight?

Friday 19 October 2007

about the concept so far.

This is my take on the idea so far. Please post your comments and ideas too, so that we have a clear idea of what we are working towards.

The environment is set in a future where robots, or 'slaves' which Jared pointed out is the actual translation of the czech word 'robots', are used to perform a variety of fuctions, from house-maid to factory worker to soldier. Our environment is a subterraenean, automated facility. Robots which are broken or have reached the end of their operating life are sent here to be recycled. Before their bodies are sent to the crusher, their digital memory is extracted by a large robot, which i refer to as the 'surgeon'.

The idea is that the data from within the minds of the robots cannot simply be downloaded, but has to be extracted by the surgeon. The memories that the robot has accumulated and stored during it's life are saved in a large database. The reason for this is as yet unkown. Possibly there are people within the government who are reserching artificial life, and have managed to incorporated the removal of the data into the recycling process.

The top of the chamber is dome shaped, man made and covered with metal including details such as large vents and pipework. The lower half is a natural stone shaft which descends into the depths of the earth. The central 'carousel' where the robots are processed is mounted on a vertical pillar in the centre of the chamber. Cradles holding the defunct robots enter the chamber at the top and move down the central pillar in a framework attached to one side. They then are loaded on to the carousel, and will be rotated around to an alcove containing the surgeon. They continue to rotate until they line up with a horizontal conveyor that leads to the crusher. The constraints holding the robot are released and it is dropped onto the conveyor, leaving the empty cradle to finish it's journey around the carousel and then leave the chamber via a vertical framework next to the one which contains cradles heading downward. The carousel rotates in steps, triggered when the surgeon has finished extracting the data from one robot and another needs to be moved into position.

I imagine the sound of the machinery moving to be heavy, grinding clunks and clangs, accompanied by the occaisional high-pitched screech of metal which echoes inside the chamber.

The surgeon drills into the skulls of the robots and then inserts cables which extract the data. As the cables lock into place, the memories of the robots are displayed on large screens behind the surgeon. The images flicker and the experiences of the robots fast forward in dis-jointed scenes.

On the opposite side of the chamber is a viewing platform from which people can observe the process, and also there is a network of walkways around the chamber which are used by maintenance droids. I think it would be cool if the last shot was of a maintenance droid intently watching the flickering images of the other robots lives (kind of an Abe's Oddysee look). It's hard to show emotion in a robot, but the fact that it is watching the screens and taking an interest is what makes it cool.

I definately think we should avoid anything in the visuals that looks like the Matrix. The surgeon and the way it moves has to be very different from the machine that removes the cable from Neo's head when he wakes up in the real world. I didn't have the matrix in mind when i visualized it, but this is certainly the association that a lot of people are making. For this reason it can't come down from above as Ajdin suggested. I drew it that way but it just seemed seemed far too matrix-like. It's not a robot that moves around a lot, more like a SCARA or gantry robot in a car factory, but a bit more funky of course!

I think the machinery should look hi-tec but worn out, as if it has been operating for centuries. Similair textures to those in Moloch would look really good. It would also be cool if there was a contrast between the machinery of the plant and the robots in the cradles, which would be newer and contain newer technology.

Concept art to follow soon...

Tuesday 16 October 2007

about 'Fallen Art' by mr Baginski.

One of the movies shown during Poland St Underground was Fallen Art (Sztuka Spadania) (2004) by Tomasz Baginski, an animation I saw a few times already, as one of the 'priviliges' of being a pole is to know who Mr. Baginski is or, at least, to heard about him. There was a small nuanse I did not pay attention during previous viewings. It has a Heath Robinson machine in it!

The movie tells a story about a forgotten military base somewhere in Pacyfic. People departed there are old, mind-ill generals that army can not get rid off in any other way. One of them has a passion for photography, another for young soldiers and the other one for something completely different.
well, the other one creates an art, an animation, kind of ballet made out of photos of dead bodies with blood splashed on the ground round them.
The machine that is being used to do it (animation, kind of 'line-tester') is an interesting object itself - definately Heath Robinson inspiration. Theoretically.

It's a definate suggeston for Mike, when buying new 1st year room's furniture.

Thursday 11 October 2007

about Duchamp. (guy responsible for 'a fountain' sculpulture)

I thought of having some industrial type of 'control room' in this 'machine of consequence' with lots of monitors displaying the same video. A mood-creator rather than something epic and very important. As a video I thought of Anemic Cinema by Marcel Duchamp. Its hypnotic loop of rotating movements would be a good contrast to what we'd see in the enviorement.

But of course we can go the other way, and try some futuristic visualisations, typical ones, with numbers droping by (notice how the word 'typical' – in its futuristic sense – changed since the premiere of The Matrix), or some data-screens with a robot-model rotating in the corner.
Saying that I should we should try to avoid any The Matrix-reference. It could be just tacky.
Crème de la crème of futuristic fonts may be a The Designers Republic – a studio responsible for the visuals, packaging and manual for the PlayStation/Sega Saturn game Wipeout.
(photo)

about 'Moloch'. our main inspiration.


After Bartholomew brought Moloch – a polish animation – to Rave, I thought to look even to things as distant as Fallout and its world.

Well, mechanisation is huge in this post-nuclear land, defective, rusty mechanisation – I have to emphasize. Nasty, bloody, Ajdinesque creatures can be found there as well.
(more research)

about machines of consequence and mr Heath Robinson.

The aim of the project is to create something what Jared described as 'the mechanism of consequence', in other word – exaggerated in mechanical terms environment involving actions and reactions to those.
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We've been shown The Way Things Go – a short ('short' in this case means just above half an hour) movie created in 1987 by the Swiss artist duo Peter Fischli and David Weiss , famous Honda advert “Cog” and short clips made for PythagoraSwitch.


PythagoraSwitch is a 15 minute Japanese educational television program where children's "way of thinking" is argumented under the supervision of Masahiko Satō and Masumi Uchino.



Also it was advised to look at work of Englishman, Mr. W. Heath Robinson and his American counterpart Mr Rube Goldberg - concept drawing makers, or: concept illustrators – famous for their unneccessary complication of detail.

(photo)(photo)(photo)
Jared told us to look at two books about them – but when I went to lrc to have a look – of course they were taken out already. So predictable. I think lrc should do something to 'protect' these books of high demand because a tutor advices so his students. Maybe they shouldn't be borrowed, just availible for viewing and scanning, maybe the last copy shouldn't be borrowed. Purple group has this disadvantage of having the same lecture what Green group had two days before, so in some way – we (Purple group) are two days behind, in the process of research.
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Giger. We decided to take on board his style, or at least look at his in more detail, and take out as much as we can – planned to go to Switzerland to Gruyere to see his museum – later on advised not to go to, because it would be more of dissapointment and time waisting. We still think of doing some research trip, maybe to have a look at the Swiss architecture in major, maybe something else.
I've borrowed a book on Giger with lots of drawings by him - biomechanical stuff, as expected, but also lots of erotics.



Also seen a VT1750 with Without Walls programme on it – at some point it had greying Giger speaking in pidgin English that only hand and legs are good in human body because anything else can get a cancer. Interesting. No.
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Tom & Jerry: Design on Tom features a brilliant, clever humour, where main characters' counterparts drawn on a blueprint come to live and the farce begins: a blueprint Jerry comes off a scetch to warn Jerry about the machine Tom is planning to create. They change the parameters of it what results in trap hitting Tom and Jerry getting off with a piece of cheese.