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#Just an image I couldn't get out of my head. Also a bit experimental for me I guess
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I'm sure he's fine. After all, one of his core features is his adaptability.
Unrelated, but he'd like to know what traits you look for in a friend.
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george5259999 · 3 years
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Week 8 - Digital Iteration
This week's tutorial was really interesting and entertaining. One of my personal hobbies is digital rendering (mainly in Blender), but it was really nice to go out of my comfort zone to a program I have only ever used once before. When I opened 3ds Max for the first time, I noticed how similar the interface looked to Maya. Being Autodesk programs natively, it made sense, but it was nice to have some element of familiarity.
During my year 10 and 11 high school holidays I completed a Cert IV in digital design for games and film. That coursed used Maya and Unreal Engine 4, so I had a bit of experience with the interface and principles of polygon modelling. However, 3ds max was probably one of the popular programs which I had the least experience with; so it was still a hugely informative and insightful process trying to adapt my knowledge between programs.
I started with the primitives menu, and imported a sphere into the workspace. I initially found myself struggling with the interface. There are a lot of options and features which are not necessary when learning the basics of a program. When starting to learn any 3d program, I often find myself spoiled for choice, and perhaps even too overwhelmed. I was very glad when the tutorial suggested hiding some superfluous menus from view, as I felt that it really cleared up the screen. After aligning the views (Image 1), I experimented with the modifiers tab.
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The modifiers in 3ds max were really interesting to play around with. Working with meshes can sometimes be a tedious and particular process, but it was really enjoyable creating something with no end goal in mind. I liked how using a squeeze modifier (Image 2) could generate an egg shape with the sphere primitive, and how the melt, twist and wave modifiers (Images 3, 4 and 5) could be pushed to the mesh extremes. When working with a mesh, the topology is important to the quality of the final form. As the entire object is constructed of tris and quads, the way they are situated on the model, and their resolution play an important role in what you see. For example, the more I increased the twist modifier, the more I could see the vertices sticking out of the shape. It goes to show that unless the resolution is increased, there are limitations to the modifiers usage, as they can 'break' your model.
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The modifiers in 3ds Max are very different to the ones in blender, I definitely feel like in any 3D program, anything you can create in one is attainable in the other; however 3ds max has a lot of mesh deformation modifiers out of the box. Although I thought these created really interesting and abstract shapes which I certainly enjoyed, I realised that I couldn't think of many instances where I would use some of the modifiers on a real project, but I think they are really valuable for niche tasks.
My favourite part about the exercise was learning poly modelling in 3ds Max. Poly modelling is a core part of most 3d modelling programs; and the skills are usually transferrable between. There are some really fantastic modelling tools in 3ds max which make the process of modelling enjoyable. I had a look around my desk for some quick and interesting forms I could make, and started with a really simple apple using the sphere I had in the viewport. I utilised the 'soft select' (Image 6) feature to move many verts at once, to create the top and bottom crease in the apple where the stem travels. To create the stem, I used the cylinder primitive and used the taper/bend modifier to create a curved and natural form (Image 7).
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Next, I used the cylinder primitive and used the scale and extrusion feature to get the barrel of a pen. To create the tip of the pen I target welded the vertices together to get the point. I created a new cube primitive to create the clip on the pen, and extruded it (Image 8); also creating a bevelled edge to round it out slightly. Using the same techniques, I also made a stool from my room (Image 9). I really wanted to experiment with as many features as I could in these exercises, so with each 'sketch' I tried to focus on a tool I hadn't used before - as it felt like the best way to improve (Image 10). Still getting comfortable with the Poly Modelling in 3ds max, I also made a cupcake (Image 11) from the basic cylinder primitive to try and improve my modelling quality and speed; making simple extrusions, scaling the rings in, rotating them to get the icing layers. I played around with NURMS subdivision on the mesh to smooth it out, and was really happy with the results.
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Finally, I wanted to use all the skills in conjunction, as well as using a tool which really sped up the workflow. I knew from Blender and Maya that loop cuts sped up the process, but I could not find them in 3ds max. After researching the issue on different forums, I found that it went under a different name; Swift loop Though it was very basic problem solving, it goes to show that these skills and programs have transferrable knowledge; and doing a simple search of your problem can lead to new ways of solving them. Swift loop was really useful in creating a loop cut between two parallel edges; adding more geometry for manipulation. When creating the tape dispenser, I noticed that the subdivision was rounding the model out too much, to the point where it no longer registered as a tape dispenser. So I used the swift loop feature to create loop cuts close to the bordering edges to reduce the interpolation between the curve (Images 12 and 13). This taught me that the subdivision modifiers aren't just something that can be added to a model to instantly make it look better; they require some manipulation and editing to get the desired effect.
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I found 3ds max challenging but really interesting and insightful. As I am familiar with other programs of similar nature, it took me a while to get out of my own head; using shortcuts and hotkeys from the other programs and wondering why it wouldn't work. Overall, I think that its really rewarding to pick up another program, as it expands my skills and approach to modelling. If I were to redo this activity, I think I would try and make some more complex forms now that I have gotten more comfortable with 3ds Max; perhaps moving onto a product or more complex object. I am really looking forward to creating the bottle concepts in 3ds max next week, as I believe it will be another chance to improve my skills.
Thoughts on the Pre-Class activity - Andrew Simpson case Study
I believe that digital modelling and physical models have a closer relationship than people think. Form and Materials are an important part of perception, but there are qualities of both physical and digital modelling provide when compared to one another. Digital models allow for material iteration, simulation and rendering. Physical models allow for the physical contact, and interaction with the end user. When Andrew discusses the importance of materiality, it drives home the necessity of experimentation and versatility in design. The idea of new materials informed new processes in his decision making process, and it lead to different material types being explored.
I found Andrew's discussion on model fidelity really insightful. I perceive high and low fidelity models to represent how close the model is to a refined product. Whilst a high fidelity model would be fantastic to show clients or to use in renders, low fidelity models are required to quickly iterate on concepts and ideas to test the boundaries of the product e.g. material, form, colour. High fidelity models are more refined, and have more time put into them, to explore how the end product will feel for the user. High fidelity and low fidelity models are both important, and when Andrew talks about the non-uniform relationship of the two in his process, it shows that design is not a linear process; rather a circular one driven by prototyping and feedback. If a high fidelity model still doesn't feel right, faster, low fidelity models can be made testing a range of new ideas; to be taken through the process of design once again.
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tillyvis-com · 4 years
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EVALUATION
WHAT INFORMED AND MOTIVATED MY DESIGN DECISIONS?
overall ,functionality and most importantly, MINIMALISM informed my design decisions - I wanted to make plaster packaging that was worth buying - not ugly/chaotic and inefficient like existing plaster packaging. For instance, I made my packaging stackable and into a roll of plasters in order to give consumers an easier time at grabbing plaster when injured. Furthermore, I went for a minimal design so that it got to the point of what it was  - consumer can easily see the type of plaster which is the most important thing (hierarchy) - and to reflect the medical-ness of plasters through a medical (simple, little colour and harsh black writing) and minimal style. I did this by looking at articles on packaging in general and minimalism but, what I didn't do was look into any specific artists etc that may have helped impact a design idea - this is something I would change If I had the time - spend more time looking into specific packaging and how it could help influence my work. 
Also, looking at existing posters and animate posters help me grasp ideas - buy looking at existing packaging etc. I was able to take reference like knowing what information I wanted to put on my plaster packaging. 
WHAT CHANGES AND DEVELOPMENTS HAS MY PROJECT GONE THROUGH?
My project has gone through quite a few changes - at first I wasn't sure if I was going to do gloves or plasters but once I chose plasters I had a rather difficult time trying to develop the right net for me. I went backwards a bit while developing my net by making the tabs bigger resulting in wasted time and a more hexagon shape but I eventually got on the right track when I re-evaluated what I needed and what I had previously seen (smaller tab aspect from the first net that I had forgotten about). Furthermore, I once thought I would do very light and pastel colour within my packaging but in the end I have more bright and saturated colours as the printer made all my colours rather dirty - but I had issues with the yellow throughout. also, it has gone through a lot of changes involving the information I was going to put on the packaging - at first, I planned on instructions and a barcode with maybe an allergy but eventually I evaluated what was actually on existing plaster packaging and realised that, even though I'm doing minimal packaging, I still need to have certain things on it - like allergies and important instructions to do with keeping wounds clean etc. 
DID I MANAGE MY TIME WELL THROUGH THE UNIT?
I think I somewhat managed my time well - I found it very tricky to juggle the essay and this project - I found myself focusing on one or the other unit I panicked about being behind in another. But, once my essay was done I definitely managed my time well. I now know for next time that I need to keep up to date with BOTH at the same time and do little bits of both not spend a lot of time on one then the other. Furthermore, I think I shouldn't have taken so long deciding what product to choose - I could've been experimenting more with the packaging design if I hadn't spent so long deciding between gloves and plasters. 
HOW DID I RESPOND TO FEEDBACK?
I think I responded rather well - I showed up to all tutorials and tried to make sure I did everything they said unless it didn't fit/work. I took the feed back head on and actively improved what I needed to and kept with the deadlines as best I could. For instance, when we had our CRIT with George Beverley, he said that I should think more about a slogan/ the words that I wanted to put on my poster - I eventually just mind mapped possible sayings until, with help from peers, I decided on ‘PULL.TEAR.FIX.’
ARE THERE AREAS OF MY DESIGN PROCESS THAT NEED MORE PRACTICE?
I definitely need to work on my time- management - especially when I have 2 units running at once. Furthermore, I need to be more head on with research - I don't have any specific research/artists, only general which, I think is a very big downfall - I need to remember to document EVERYTHING I look at, not just read and then not show that I have looked at it. Furthermore, I need to be more consistent on my blog - I do it in chunks which makes it harder for me to remember what I was thinking when I did something - I need blog consistently, just after I've done them, write it down - even if its just bullet points. Also, I think I should've allowed myself more time to create the poster - this would allow me to experiment with more images and design process not just settle on one idea and roll with it. 
WHAT HAVE I LEARNT FROM THIS UNIT OF STUDY?
I think I have learnt a lot - mainly technical skills on After Effects and a lot about packaging that I had never know before. This was my first time ever doing something like packaging so it was all very new and I didn't fully realise what it took to create even the simplest (or minimalistic) pieces of packaging. Furthermore, I've learnt that asking my peers often about what they think about my work is priceless - getting others opinions will help improve my work and allow me to see it from a consumers view - which is what communications is all about. Also, I've learnt that I need to bang out research in the first few weeks of the project - so that I have all the necessary information in order to make focused and backed up decisions. 
REFLECT - ARE THERE ANY IMPROVEMENTS THAT I WOULD MAKE TO MY FINAL OUTCOME? 
There are definitely improvements I would make to my final outcome - I would try out different printers to see if I got more of a proper colour match to what my screen looked like and make sure my yellow packaging was in more similar tones with my blue and pink ones - the yellow printed a bit more bright than I expected/wanted to but it was a lot better than my green toned yellow that I had previously been getting from the printer. Also, I think I would’ve tried to make them a bit more interesting - I know they were meant to be minimal but that doesn't mean I couldn't have made it more creative - like with the type - than just a accent of colour and type - if I had managed my time better, maybe I would've had the time to do this. 
Furthermore, I would've liked to experiment with more net shapes - I was set on the cylinder idea pretty much from the Start which, although fits my message, I could've been more experimental. 
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itsbenedict · 3 years
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Two-Faced Jewel: Session 6.5
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A half-elf conwoman (and the moth tasked with keeping her out of trouble) travel the Jewel in search of, uh, whatever a fashionable accessory is pointing them at. [Campaign log]
Last time, Looseleaf and Saelhen fought their way to the top of the evil torture tower of the evil torture wizard- only to find out that the guy's been dead for at least a year, and that a dragon has apparently been squatting in his tower. Not content to wait another week to find out what this means, we had an off-schedule mini-session wherein the party finished exploring the unexplored nooks and crannies of Lumiere's Tower.
The first thing to deal with is the thing blocking their return down the stairs- there's a weird big metal coffin-looking dealie that waddled up to the stairs on the fourth floor, but couldn't chase them any further. Going back down, though... they could take a window, but they figure there's no way this thing could be a serious threat. It can barely move, after all- they can probably just push it right over!
Looseleaf pokes it with a stick, and its front splits open down the middle, revealing a giant maw of horrible spikes which snaps at her threateningly.
So it's an iron maiden! Adorable! Still doesn't have legs, or arms, so it's fine, right? They can just stand on the stairs and
whoops nope it's got animated canvas straps inside it that shoot out and ensnare orluthe like a chameleon tongue. okay. so maybe this monster is dangerous actually.
The ensuing fight makes heavy use of a mechanic in D&D called "called shots", where you can take disadvantage on an attack roll in exchange for inflicting some kind of injury on the opponent by hitting them in different specific body parts. They don't want to let Orluthe get shut inside and take a fuckload of stab damage, so they jam Looseleaf's quarterstaff in the doors, slice up its canvas straps, and by force of numbers manage to render nearly all its appendages impotent. The poor torture instrument has disadvantage on all its attack rolls after the called shots go through, and it can't land any more hits! The party eventually wears it down, and Looseleaf lands the finishing blow by scrambling its spirit.
All that's left in their way is the translucent red barrier blocking off the 3rd/4th floor stairs. Not finding anything on the fourth floor to shut it off, they just go via the window like before. Back down on the third floor, Looseleaf uses her spirit sight to notice that the barrier is connected magically to some runes inscribed on the central pillar- it looks like there's some sort of creepy puzzle involving stabbing creepy dolls with creepy doll-sized knives.
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Not interested in risking whatever the consequences of solving the puzzle wrong are (given that they already have a way up and down), they move on.
While they're there, Saelhen decides to take another crack at the trapped chest she couldn't open earlier. Rather than risk the trap, she first spends some time expertly disarming the trap built into the lock, before working on the lock itself. A couple good rolls later, and they acquire the treasure! Which is... 60 gold pieces, and a piece of paper with a list of words.
Saelhen fails her Nature check, but Looseleaf recognizes the words on the paper as... the names of craters and other geographical features of the moon.
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[WAR_FLASHBACKS.jpg]
No one's quite sure why a list of moon landmarks would be locked up in a highly-secure chest protected by a poison needle trap, but no one rolls high enough on Religion to puzzle it out.
Moving on down, they reach the second floor, which appears to be a laundry room of some sort. The sort where the irons and ironing boards and scrub brushes are alive, and appear to be washing the same clothes over and over and over to the point where most of them have been reduced to sparklingly clean rags. Seems like these animated household objects have been stuck on a loop for a good long time!
There's what appears to be an intact magical cloak hanging on a clothesline in there, but the party opts not to try and take it- doing so would likely provoke some protective laundry automatons.
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Saelhen's plan to lure the scrub brush away from the washtub (for... reasons??) fails, since the brush doesn't seem to want to leave the tub- and it's visibly disappointed when Saelhen gives up.
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So, they head down to the first floor, finally! As they head down, they're noticed by more animated knives... but it seems these ones have been tasked with cooking a delicious meal, which they happily serve up to the tower's guests! The wheelbarrow from before is there, too, supplying the kitchen with food. The only question is... who's been eating this stuff? Why is the table not covered in rotten, uneaten banquet, if the wizard's been dead? Who's been putting grocery money in the wheelbarrow?
Other things of note in the room...
Benedict I. (GM): The shelves around the center seem to be festooned with various trophies and awards. Looseleaf: trophies. what, like, participation trophies??? school trophies? piano recital trophies?? Benedict I. (GM): These would actually be somewhat recognizable to most of you- you've seen similar things in trophy cases at school. The plaques beneath them seem blacked out in various places- a lot of [REDACTED]. Looseleaf: warball champions of the 1034 school year? Benedict I. (GM): Often built into the plaques. Saelhen du Fishercrown: huh who redacts a plaque Benedict I. (GM): Like, there'll be a flat section of the plaque painted black like it was engraved that way
Looseleaf, with a 20, Investigates a bunch of pertinent information. For instance, a diploma:
Hal Lumiere, PhD in [______]. Blacksky University, Department of Restricted Arts
It appears Hal Lumiere was an alumnus of Blacksky's School of Restricted Arts- the same place Vayen is from. Lumiere was apparently something of a darling there, considering all the awards- but no one in the party has ever heard of him. Except maybe a certain someone who's not telling.
Looseleaf also finds some unopened mail! One is illegible, written in Abyssal, the language of demons.
(Lore note on demons: demons are just like other monsters- evil things that come up from below the mountains and cause trouble. They aren't generally aware of their origins beyond waking up in a deep cave, usually, and aren't motivated by much except causing conflict and hurting people.)
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Another letter is written in Common, with just plain awful handwriting:
"hey Lumes why tf arent you home today u fuckin flake ass fairyboy. who am i supposed to get that dank good ouch from if youre off on magic adfentures. this months number shits are: 14.3 6755 304° and then the little bar thing was on the green side but wobbly. now gimmeeeeeee"
It's a bit of an enigma- but even more enigmatic is the third letter Looseleaf finds, written in a hand Looseleaf recognizes. Looseleaf knows who this letter was written by.
"Dr. Lumiere- find enclosed the new spirit hollowing diagrams and the corrected sigil of Aaaaaaagh. This should satisfy our agreement, so I'll leave you with a warning: the lesser gods are not to be trusted." "Yes, their revolution is our best shot at the Project- that much is obvious, barring a road to apotheosis. I understand we need to work with them. I doubt we'll have further contact, so I won't ask you not to reignite this argument- but insofar as it's at all relevant to you in the future, I favor your approach over Kron Green's." "But again, they are not to be trusted. The enemy of our enemy wishes mainly to supplant them, and despite their alliance, not all of them share the same aims. In particular, the one you've taken an interest in seems utterly hostile to the Project. " "If we are to impact the cosmic boardstate, we must play the game. Trust is the abdication of discovery. Choose your allies carefully." And then it is signed with a mark. The mark is of a book, facedown in the way that ruins the spine, sort of shaped to look like a skull. And the initials "Y.T." Looseleaf: youtube. the villain of our story, youtube. Saelhen du Fishercrown: trust is the abdication of discovery, what a goddamn motto Looseleaf: oh my god she's being so edgy well, that is characteristic of her.
She also finds what appears to be a trophy- but the trophy is shaped to look like a globe. Not of the Jewel, but of the moon. Obviously, they take it.
youtube
Some experimentation with the moon trophy seems to indicate that the locations marked on the paper from the chest draw out a sort of connect-the-dots pattern, which might be used elsewhere for some purpose. Whatever the pattern is meant to be used for, there's no indication of it here. All that can reasonably be inferred is that it has some connection to the School of Restricted Arts.
Meanwhile, the bookshelves have a few more things of interest. Amidst textbooks on neurology, magic, and speculative religion on a lower shelf, they find a hand-bound book that seems out-of-place.
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Benedict I. (GM): Inside, it appears to be a diary. "i m choss n ths iss MY BOOK," it begins.
It appears to span several years of diary entries, from year 259 to 266- ending seven years before the current date, 273. The handwriting gets progressively less atrocious, and the entries are very sporadic- riddled with apologies to the diary for forgetting to write in it.
Benedict I. (GM): Choss, apparently, is a little girl who grew up in this tower. Initially she was very fond of her dad, the owner of the tower. Looseleaf: initially, huh. that's... a... great sign. Benedict I. (GM): Dad is a cool wizard who does fun magic all the time, which she helps with! She is very proud of how much pain she can withstand, and she's developed this sort of self-image as a connoisseur. Of pain. Saelhen du Fishercrown: hell Saelhen's face is getting progressively... stiffer, as she reads. Not angrier, per se, just... flatter. Benedict I. (GM): She helps out with the experiments except for not being allowed to take the hoods off the subjects in the lab. Looseleaf: Lumiere what the shit. Benedict I. (GM): And when there's no subjects, she fills in, and does a very good job, the best job. There's an entry describing how she designed a security system for her dad- she made some dolls and dad enchanted them so they open the door if you stab them right! She's very proud of it. You now know the order of stabs to disable the barrier. Anyway, the later entries seem to represent... entirely standard teen angst. Looseleaf: Hmm. Benedict I. (GM): Dad is being boring and not letting her do the experiments she wants to do and not letting her visit the towns and ugh dad. She gets fed up with him, and the last entry is about how she's leaving to go start her own life in Wheat. Looseleaf: REALLY NOW. Saelhen du Fishercrown: WELL. Looseleaf: ...god, maybe those rumors about wheat being full of insane murderous murder-os weren't, wrong. Saelhen du Fishercrown: if she is in fact a baby dragon Looseleaf: which is not at all guaranteed, by the way.
If you recall from a few sessions back:
To speak with a dragon is to be condemned to some sort of great misfortune, brought about by your own hand. You know the Simurgh from Worm? Listen to its song for too long, and you become sort of a sleeper agent of self-destructive carnage? It’s like a diet version of that. Whatever path your conversation with the dragon puts you on, it’s invariably bad for you, somehow. The metallic dragons, who’re ostensibly “good”, will still ruin your life in some way just by talking to you, even if your immolation does some good for the world on the way out. Nobody wants to talk to a dragon.
Also discovered in CHOSS BOOK is a brief account of a time she had to go to the basement, using the secret entrance underneath... something. Looseleaf almost immediately checks under the table they're sitting at, and finds... yep! A trapdoor leading to the basement!
Next time: the basement awaits!
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