Very few times I look at a piece of design and say “I wish i made that” This is one of those times. Antonio Pio Saracino studio created “the guardians” to celebrate the year of italian culture in New York city. Saracino designed a marble Michaelangelos David and a steel super hero to feature opposite each other in a square in New York.
The 2 pieces are enablers of some very key values of mine. A celebration of achievement and potential of humans. and a cross coordination of material display and techniques new and old.
the use of negative space in the pieces never make you feel like they are blocking out your world just inhabiting it in the same fluid way we do.
I have been learning and playing with blender. And i have discovered a great little modifier called “cell fracture”
the cell fracture is really good it will “crack” and fracture the model. i learned a technique to solidify the wireframe of the fracture.
Still not sure of what i could do with this, but its really cool.
I wanted to explore and play around with vases further, they were fairly basic vessels with a classical nature that i could eventually dive deeper into at a later point.
It did cross my mind, to throw some vases and 3d scan them. that would be nice. it would be preferable and a testament to the skill and art of vase making. sadly im a terrible thrower. it is not something i feel is impossible, but it is hard. and not easy on my schedule.
so what else?
I shall 3d model it.
best programme i found to use after a bit of googling, was Maya.
and yes, yes it was indeed good. almost to easy.
I created a column by extruding the top face of a cylinder. then i stretched each vertex to shape a vase.
worked very nicely.
shape and theme wasn’t terribly important at this stage. i just needed a shape to work with.
Never thought i would be playing with this particular function. Many 3d modellers allow you to create and edit UVs. UVs are in the most basic way i cna explain are flattened skins of your model. this flat skin can then be exported painted and edited then reimported to the 3d programme and you can then re apply that UV to your model.
this is how they make faces look like skin in games etc.
So in Zbrush i am playing with a stock model.
Firstly i painted the positive and negative points of the face. so the UV understands how to unfold and keep details with out breaking the shape up.
This is what a UV flattened looks like
I took it into photoshop and scribbled on it.
Then brought it back and used it as an alpha to create these shapes.
they look… unique thats for sure.
i am considering using famous paintings and extracting them over models to see what happens.
After working with wireframes i wanted to see how possible it was to use patternated negative space. to wrap a pattern around an object and use its negative ares within the shape.
Many programmes can do this but i found a few useful tutorials for zbrush so i started there.
In zbrush you need to create an alpha. which is a black and white or greyscale picture. then once imported to zbrush, the white and black ares determine what is extruded and what is not. or maybe how much the extrusion is depending on the shade of grey.
Im still working on this..
In more basic forms i used the highlight selection tool to draw some radial patterns on a sphere.
I thought it made an interesting piece. its a pretty solid model to print i think aswell.
Next I went on to play with basic scribbles as alphas, i made in photoshop these were super basic ( and lazy) and then extruded them on different models.
i got some interesting results, but they do interrupt the stability of the model because of what ive drawn.
I also used the stock face model for fun to see what would happen.
next I used one of the stock textures see what i could create on a basic sphere and plane.
i think they look really interesting and definitely something i want to return to.
after practicing in maya i created a vase that i could print and slip cast. importantly i needed to make the vase solid. as in filled whole.. no walls. because the walls will be there when i slipcast and i can control there thickness with time. and also when playing with the wireframe modifiers. the wireframe would make 2 overlapping walls if it wasn’t solid.
after 3d printing i slipcast it and it reproduced beautifully.
now heres the issue.. shrinkage. this clay hasnt been fired yet and will shrink. so now theres the problem. how am i going to make the other half with when one isn’t true its original dimensions.
so i waited till one was leather hard and cut it down the middle to understand its thickness.
new problem. the hollow shell inside isn’t true to the shape on the outside. so i cant match the digital shape accurately.
I was thinking about being eaten, digitally eaten that is. So how would that look? I was thinking about cutlery, an almost ironic idea. to have cutlery eaten. pixelated pieces of silver ware that are half eaten.
in thinking about how i would draw this i started in photoshop. taking a basic knife jpeg and playing about, i wanted to lower its pixel count.
I was struggling to determine how many squares wide the knife was and it was abit of trial and error.
moving on, i wish i had minecraft then i could create it in mine craft and destroy it afterward….oh?!
I found a programme which helps people who like to model real life objects in minecraft, to figure out how large it needs to be and what materials to use in the game.
This could work.
I looked at a section of wood eaten by termites to help me understand the kind of shape of deformation i wanted. it really helped!