All posts by Matthew James Quon-Wing Chan

Vertices Modelling

For now, I have mainly focused on edge and face modelling, using these aspects of shapes to model and it has worked so far. I have since decided to try vertices modelling, so making a mesh and manipulating the individual vertices of the polygons to emulate the form of the desired shape.

Using techniques previously utilised, I thought what I could make in order to try out this new method of modelling, what has a lot of shape and is almost fluid in its design. As a rower, I thought what could be intricate without being over the top and thought of the rowing oar. These have been refined over generations to become fluid in their design whilst still allowing the athlete to express as much strength as they can through the water.

RowingOar

Croker has become a well-established brand in the rowing scene, making blades for roughly half a century with their products seeing use in the Olympics. The main shaft and handle are fairly straightforward shapes only being cylindrical. The actual spoon of the oar has this fluid design to it to minimise the space it occupies in the air when it’s feathered but maximise the space it occupies when it’s in the water.

For the spoon I began with a cuboid and added the vertices where I saw fit, making a grid pattern on both sides. From here I could begin moulding the vertices to fit the shape of the rowing oar. Seeing as I didn’t have one in front of me for reference, it was quite difficult to get the proportions correct but I’m happy that I have tried this method and happy with the finished results.

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Link to the finished product!

Reinventing the Bin

Creating what’s around me was getting fairly boring, following Simon Stalenhag’s work, I’ve been considering how I can reinvent things around my room in the style that I want to create. I decided to take the bin that I have in my room and updating it to the future. Because of this, I added all sorts of science fiction clichés, such as indented details, a screen, some buttons and tubes, stuff that can add to the theme without serving any sort of real purpose.

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I started with making the bin out of a cylinder, adding the bevelled details to it as I went along. I then considered how the bin could be upgraded to fit tones of the future. As mentioned, buttons, indented lids, screens and some sort of extraction feature all emphasise that this is something taken from the present day and modified to fit a future requirement. This could be something related to processing waste in a more efficient way or a way of measuring a users’ carbon footprint in terms of how much waste they create and how much waste goes to landfill or is incinerated etc.

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I used a lot of processes in the creation of this, such as extrusions, bridges, bevelling as well as removing parts of shapes and reforming them to make new solids.

Link to the bin model

Artist Inspiration: Jon Holmes

University of Lincoln Lecturer, Jon Holmes, has been a source for knowledge on all things Digital Media for a while now. As my tutor, he has helped me develop my own skills in different aspects of Digital Media. Throughout both this project and one of the projects in level two. One of his recent projects, The Arcane Welder, was created to demonstrate workflows for students to follow and understand. What appeals to me about the project is the aesthetic that Jon has created in his imagery. Like Stålenhag, the still frames display a lot of narrative within them as well as a good use of shape and texture to deepen the connection with the story.

ArcaneWelder1

 

On the website for the project, Jon displays how he constructs a scene and approaches the idea of creating assets to composite into the scene. Using this knowledge can help me with considering visual effects as assets for live-action films as I can get a sense of the scene and think of how to develop it further. The look of the assets Jon created are quite old, pastel paint colours and rust brought on by the environment. This attention to detail is something I’m wanting to convey in my pieces throughout the project.

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It also gives me the idea that I don’t have to create small items for the project but instead, I could also make landscape pieces and consider how they fit into the landscape. This can provoke me to think more critically about conveying story through the assets’ aesthetic.

More Modelling Practice: Booleans Difference

Continuing my adventures into desk life, I decided to model my phone. It’s a generic iPhone 6S, looks and handles just like any other. I’m a fan of how it’s all one piece of shape that’s been deconstructed. I took this approach to how I made it in Maya. Starting with a rectangle and slowly carving it down to the shape of the iPhone. Whilst constructing this phone I learnt a little more about techniques I could use with the construction of my assets such as indentations through the use of Booleans > Difference as well as converting a .svg file into a usable 3D model.  I also learnt that different file formats display differently on SketchFab, with some displaying the model how I intended and others giving a weird and jarring appearance. This is slowly changing how I perceive 3D modelling as well as how I approach the construction of 3D assets. I’m hoping that my next model will be something more along the lines of what I’m hoping to do for the project in the sense of it being a reimagined bit of current technology. Following that, I’ll begin my work into texturing and Substance Painter. With both of these next things done, I can start to utilise both together and work on the assets I want to construct for my final project.

Model for iPhone 6S

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Artist Inspiration: Simon Stålenhag

Artist Simon Stålenhag has created some incredible pieces of art through digital means that provide a wealth of story despite minimal description or title. The work speaks loudly for itself, it can tell you the twenty years surrounding the frame, the technologies of the time and how it interacts with an Earth all too similar to ours. SimonStalenhagCat

His use of colour in his art gives a realistic interpretation of Earth and it’s interactions with machinery. The pieces don’t glamourise it and similarly, don’t alienate humanity from it. The colour shows narrative, through the environment. The skies show the viewer the tone of the piece from which the rest of the art can react to.

SimonStalenhagDeadRobot

The technology in the art is shown with quite a clean aesthetic although also shows signs of ageing and reactions to the conditions on Earth. It also shows that alien technology isn’t opposed to sponsorship and characterisation. This shows a sense of humanity within the creators of the technology. The clean shapes are interesting as they all fit a purpose, there’s nothing there just simply for the visuals, it holds a purpose within the greater narrative.

SimonStalenhagShip

 

 

I’m keen on showing the relation between Earth and Alien technology in my work. I want to be able to show the relation between the two and how Earth’s conditions and atmosphere affect the alien technology, especially in the narrative that I want to tell through my work.

SimonStalenhagTowers

 

Stålenhag displays a wide range of creativity in his art and also a wide range of subjects. He shows everything from landscapes to mech suits to vehicles to weapons. He’s definitely someone that I want to look to for inspiration for the project.

SimonStalenhagWarships