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Tema: Making a Sonorous Trip - The Grail

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    Making a Sonorous Trip - The Grail

    Maquíng a Sonorous Trip - The Grail
    by Diego Restrepo paris




    ABSTRACT
    The main goal of this project was to create an immersive virtual environment. An environment where the user's body movements, as sensed by a dance pad, allow him or her to explore and develop the general atmosphere of its environment through the manipulation of a series of sonorous and visual cues. Secondary goal of this project was to test the flexibility of free software for creating a project of this kind. Blender was used to create the 3D environment and alos as a real-time 3D engine. Csound and Audacity were used to experiment with sound generation and processing. This last goal was a very important personal one as I use free software because of my convictions: Thought must be open and flexible. Art is free and ideas must be available for anyone outside the artists' inner space.

    INTRODUCTION
    I always liked the games. My goal is to make artistic games based on the intellect. Some of the games with these characteristics are MYST, Monkey Island (1, 2, and 3), and Indiana Jones of Lucas Arts Films.

    I think that games can help create new ideas for artistic projects. I began to enjoy the games combined with art. But how can I create this projectí My only basis is in my own experiences with the games and artistic projects in 3D.

    My work is innovative because it is a game based on an environment made of artistic concepts and besides, because of that, is not a common artwork.

    My pallet transforms in the textures and the different composition in the 3D space. The dance pad is innovative because it requires a new function; you use your feet to move in a virtual environment and find different sounds around you, every time that you begin the game, the experience will be different.

    I use the traditional art forms of painting, sculpting and installations combined with synthetic sounds and digital graphics to make a new art object.

    Why is this game artistic? Because I created a perception over the reality itself; the goal is to understand the dynamics of the game, that is why it is not easy to go from on world to another.

    How did I get the idea of this projectí I searched for a way to express different sensation in the body with reality, so I taught in virtual forms. I didn't want just a virtual 3D space to move around in, I wanted new ways to relate with the world through art. The idea was to make a 3D environment that involves the spectator. A person approach the world development by means of its relationship with sounds and objects. That's why the interface becomes so important; the interaction with the pad demands a corporeal force. This paper requires basic knowledge of the three mentioned software tools used to create the virtual environment.

    CATEGORIES AND SUBJECT DESCRIPTORS

    3D art game computer, Arts and Humanities

    DESIGNING THE WORLD

    All elements, artistic and synthetic, depend on each other. First, you need to have a good idea about the kind of artistic and synthetic concepts you want to express before the sound and texture libraries can be built.



    For this project, the concept in all maps is to travel across the experimental virtual 3D environments with synthetic sounds.

    [1] Exterior = express liberty, freedom; strange language from a different outside world.
    [2] House = articulates ideas about family, community, protection, progress and intelligence.
    [3] Secret Lab = commúnicates metallic sounds, aggressive, the dark-side world.

    TEXTURE
    I use the concepts of the Exterior, Secret Lab and the House to create the textures in the pictures using GIMP 2. When you save the final image, it is important to convert it to JPG format so it uses less memory in the game engine.

    The textures of each level had to express the concept of the environment. If you need to make a realistic environment you need a realistic texture. If you want a fantasy look, you need textures with fantasy concepts. Otherwise, it is a good combination to mix reality with the fantasy; it results in an eye-catching contrast.

    EXTERIOR:

    First world
    There, I imagined a golf course that has a natural, fantastic game ambience. I based it in the theory of Pythagoras of the stars sounds; he said that one sphere produces different sounds in the universe. The ball is used in this level to produce sounds.

    Besides, Plato said that the stars produce a harmonic sound and this sounds are true. The environment has a big ball and you need to push the sphere around in the world, the ball smashes the objects producing different sounds.



    You pass to the next world after you have smashed the ball into a golf hole.



    This world is based on the atmosphere of a Colombian colonial house. This house has three levels: the first level has doors, when you touch them, constant sounds are produced so you can compose music using different orders of touching the doors.



    On the second floor, the pictures make the environment; you need to find the pictures using the clues of the different paragraphs that are all around the place.



    The third floor is a suicide prove based in faith, you need to decide to go down to the house. I based it on the movie, Indiana Jones (1989).



    SECRET GRAIL: Third world
    In this level, you have to find the real grail cup and listen to the environment. The grail is made of wood because Jesus is a carpenter and normally the cup is of wood. I liked the concept taken from the movie because it expresses authentic approaches to the world's development by its relation with sounds and objects. That's why the interface becomes so important; the interaction with rug demands a corporal force.



    CONCLUSIONS & FUTURE WORK
    You can create an artistic project with a 3D environment, using free software. I worked with concepts about sounds and imaginary environments. It is important to make a plan of what you want to do. But what is important when you make the project, is to generate the ideas during the building process. In this way, you can enrich your process creatively with your own stuff.



    ACKNOWLEDGMENTS
    I would like to thank the following persons for their support in making this project a reality:
    C. Pinzón, Technical and game engine support.
    L.M. Barrero, (writing help).
    D. Prieto and D. Doria sounds and music.

    REFERENCES
    http://www.etc.cmu.edu/curriculum/bvw/
    http://www.blender.org/cms/Home.2.0.html
    http://www.its2.uidaho.edu/cti/
    http://www.csounds.com/
    Gioseffo Zarlino, Harmonices Mundi.
    Aristóteles, Del cielo .
    Pitagoras, La República

    ID 172609Tras 16#133-30 int 34 BogotaColombia.
    Copyright Diego Restrepo Parí*s, 2006
    +(057)4832375, Colombia arcanouv2@hotmail.com
    dieg-res@uniandes.edu.co



    -By Diego Restrepo París

    Diego Restrepo París is a 24 year old art student from "Universidad de losandes" in Bogota. You can contact him at dieg-res@unaindes.edu.com

    www.blenderart.org

    Miniaturas adjuntadas Miniaturas adjuntadas Making a Sonorous Trip - The Grail-image001.png   Making a Sonorous Trip - The Grail-image002.png   Making a Sonorous Trip - The Grail-image003.png   Making a Sonorous Trip - The Grail-image004.png  

    Making a Sonorous Trip - The Grail-image005.png   Making a Sonorous Trip - The Grail-image006.png   Making a Sonorous Trip - The Grail-image007.png   Making a Sonorous Trip - The Grail-image008.png  

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