Project Frame – *”Grumpy” Sculpt
- Pixologic zBrush
Box of Life’s Rhythm is a self-reflection interaction with a box containing a beating heart. The interactor opens and holds the box. As they hold the box, their index finger will lay on the pulse sensor that is located on the left side. Once the pulse is detect, the heart within will began to beat matching the interactor’s own heart rate. Four red LEDs will light up. Two LEDs are static. They illuminate the box and heart. The other two LEDs will pulse to the rhythm of the interactor’s pulse.
*This piece is merely part of a larger idea. There would be two boxes on display facing one another. As the interactors hold onto the boxes, each heart would beat to the other person’s heart rate.
The emotional response expected from this piece would be the feeling of being disturbed but some individuals might be excited and interest. The personal value of the piece was the physical build. Trying to piece together all the components into the box was a challenge. Redesigning the heart to beat with a servo motor. Wires breaking over and over again. The rubber band in the heart not sticking until adding massive amounts of hot glue. A faulty pulse sensor. Even with all those challenges, the build was completed and works as planned.
The concept of the piece originally bigger scaled interaction that required two people to complete the “circuit”. Once the “circuit” was completed the wavelength would be displayed on the wall along with LEDs that would change color and brightness based off of the signal.
2 people lay their hands on two metal plates. There is one in the middle between them forcing them to “hold hands”. Once their hands are touching the plates, a frequency or current would transmit through them both to the middle column. While this is happening, a picture/video of their unique wavelength is show. Based on the wavelength, LED panels would changs colors based off that signal. The resulting expressions would be curiosity, excitement, and Unity.
This week I have been working numerous projects. First project is my human interaction final. As of now, I am struggling to get an heart rate from skin conductivity. I believe I will have to redesign the project to simulate the heart rate when the box is touched and held. Although I do have some time to develop it before the need to redesign it.
The other project I worked on this week was the 3d digital art final. I finally got a character that “fits” my requirement for the project. Here is a screenshot:
I am going to do a polish pass of the face and detail it out with wrinkles, defects, and to make the face asymmetrical. Also the character’s face has multiple layers that allows me to remove the beard and make the face fuller or not but the only thing I am deciding on is the clothes. I haven’t figured out the style yet but I am feeling something Victorian or Gothic suit.
This week I worked in Unity. We have been testing PlayMaker plugin. Below is a video capture of a basic movement, using Animations, to an gameObject, wait and then move to the other gameObject. The goal was to get mover to determine if it has reached the spot and let the state continue along the line.
This week, I have been working on more shapes of the head for my 3d digital art course and my thesis. This character will be fully sculpted so I am trying to find a shape I like. As of now, I am leanings towards the second head. (longer skull, and droopy chin) I do like the fourth one day as well but I believe it is too close to Picard from Star Trek. Nevertheless, I will find the shape and go along with it to finish the project.
First WIP Character:
I have been working on the shape of the face and head. The current issue is the random zBrush crashing. I hope to resolve this issue by the end of the week and hopefully find a design that I want to push forwards for the final sculpt.
SciFi Decal Panels is a procedural material created in Substance Designer. With so many features, the material can be used in numerous applications and environments such as space stations/ships, futuristic environments, Decals for ceilings, floors, or walls, etc. The texture is using PBR metalness/roughness workflow and was created with realism in mind.
The goal of the project was to create a “kit” that could be used to help designers speed up detailing a environment with a many different panel decals in a instant. As well as exploring and understanding the use of procedural kits using Substance Designer.
This week I have been focusing on finishing up my substance kit. Currently, I am finalizing the color maps but I have been running into constant issues. For example, I work on a certain shape setup then turn on another and it does not work or a switch does not turn off. Trying to debug this rat’s nest is horrible but I am making way. I am planning on tomorrow as the final day to work in substance designer. The rest will be in Unity using the kit.
Here are the current graph and in editor 3d/texture:
After finishing this project, I will move onto working on the character as I am going to create a proposal presentation. I am going to focus more on the sculpt and what references I will follow. Other information I will be deciding: back story, style, time period, and final render for the sculpt. I am also hoping I find some time to do a few more sketches to help my direction.
This week I focused on completing my substance designer project. After a week of working on it, I realized that designing the concept for the “kit” should have been my first task. Designing on the fly with a node base system…….makes a mess.
I tried using other graphs which helped clean stuff up a bit but I ended up using one main graph so I can expose more parameters. Maybe with more time, I can figure out a way to reference other graphs’ parameters.
After this weekend’s grind, I am at the final stretch. With the project due date being extended, I can put more time into coloring and give it a polish pass. A major issue I am having is with the height depth. Everything looks flat even after the tessellation. I might have to go in the beginning of the graph where I declared the basic shapes, and create a basic bevel to give it some dynamics.
Here are some screenshots from unity – displaying the kit:
My other projects/journey, I have not had the chance to drop the lipsync plugin into Unity. The instructions seem intense so I will dive into that this week. I have a feeling I will have to import a character with a facial rig (using blendshapes) to make sure it works in my Unity project. I think if I can get it imported Unity and working (or seem like it is working), I need to get it interacting with the kinect. From there, I should be in a good place to start sculpting the character. Although…..
I am worrying a little at this point. It is already HALF WAY through the semester!
I have to start shifting my time into the semester paper. I have an idea about the paper. Something along the lines of color and the affects on humans but I am not sure. I need to create an outline or proposal first.