Wednesday 23 May 2012

The Cinema

The Cinema





One night me and my mate tom had this idea for PPP to build and create a cinema displaying two films: One a film about the day and what we do there, and one about the night and what we do then. The idea blossomed quite quickly and myself and Tom got to work immediately. I was in charge of creating the cinema (above) and tom was in charge of creating the films, hence why they are not on my blog. 

As time went on the idea got better and better and was being helped by other friends of ours to contribute to the environment with ideas and tips, however there were unforeseen circumstances which lead to the project not being handed in on time. This was due to some poor time management on my part and Maya and Unity playing up. Even though the cinema is not 100% finished in terms of how i look at it i will continue to develop it even after the deadline and try and perfect it over the summer. 


Tuesday 22 May 2012

Requiem For A Dream

Recently I watched Requiem for a Dream for the first time and thoroughly enjoyed it all the way through. This was mostly because My mind was so warped about the images i was seeing on the screen but also what the film was trying to tell me through these images. 




Requiem for a Dream is about a Heroine addict, his girlfriend, best friend and mother. Harry Goldfarb played by Jared Leto is your typical smack addict seen above stealing a Television to obviously pay for the next hit of heroine. However at first glance this film might just seem about smack heads stealing things but the deeper meaning underneath it all is far more powerful and important than the lives of all of these individuals. The film takes a look at addiction and all of the forms it can take and how powerful and important it can become and in serious cases (such as these) how priorities shift dramatically and everything that once mattered is forgotten and lost.

There is a specific shot sequence in the film which i have found below which sets this film apart from others with this truly unique group of shots describing the taking of various drugs and the way they are taken. 



Stages like: Rolling the note, drugs on the table, making lines, snorting, dilation of the pupils. These stages show the exact process flawlessly as well as the effects on your arteries and veins during this process. This shot sequences is probably the best i have ever seen in a film due to the clarity of which it is conveyed and the comparable short term effects to the longer much more severe ones, for an addict. 


It is also very much worth noting the soundtrack of the film as it is absolutely perfect for the film and the same piece is played in all the dramatic scenes of the film. This may seem like it would get dull but you just love it more and more each time you hear it during the course of the film. The piece was composed by Clint Mansell and the only way to describe it is 'epic' the songs feeling can make anything you are doing feel epic just by the layering of the strings and the tempo. 


  


The main things i took from this film was, don't take heroine and that regardless of the legality of the drug does not mean it is a safe drug. Diet pills seem harmless enough but if an old woman takes diet pills which turn out to be speed and she starts hallucinating that the fridge is trying to kill her, its safe to say that even though its legal, its very dangerous. The same can be said for heroine, Heroine is extremely addictive and dangerous as it can kill you with a single hit if not done properly. But saying this people have had healthy relationships with hard drugs in the past without becoming addicted or having an addictive personality. They only use the drugs because they want them and not because they need them. This message is crystal clear by the end that just because its legal does not mean it won't do you any harm, and this is shot perfectly to describe this. 


This Shot Is Awesome




Having already blogged about Fear and Loathing i just wanted to highlight this shot as being one of the most iconic movie snapshots of all time. However this does not just extend to this shot its the entire opening scene. The opening scenes involve a lot of dialog and shots showing the Mojave and the two men in their car driving along.

These opening scenes are really the best, I think, of the entire film as they just sum up the lives of these two men and too a certain extent they epitomise the lifestyle of the time they lived in.

I'm Not Okay (I Promise)



The video above is the video for My Chemical Romance's 'I'm Not Okay (I Promise) and it is my favourite music video of all time. 

I think the video is really powerful because its message is very clearly conveyed through the acting of the band and the situations which they find themselves in. The schoolyard environment is a very integral part of the video and this proves a good amount of attention has been paid to art direction as the video would not work in another environment as most of the stereotypical situations like being bullied for being different and failing at school and being an outcast can only be represented in an educational environment such as this one. 

The variety of the situations they find themselves in just makes for a more entertaining video, as well as adding light humour such as the revenge tackle on the school mascot. 

Fear & Loathing in Las Vegas..

A few weeks ago a friend told me to watch Fear and Loathing in Las Vegas, now, i had already heard of the film as it had first been a book and since i am doing a film orientated (partly) course i decided to give it a watch.
       Probably one of the weirdest films i have ever watched due to the pure surreality of it and how the gravity of the situation changes very dramatically between each scene. The film is about a journalist and his psychopathic lawyer going to write a report on the Mint 400 motorcycle race taking place in the Mojave desert just out side Vegas. However during the first few scenes it becomes abundantly clear that the motorbike race has take a back seat as we are shown a suit case:


We had two bags of grass, seventy-five pellets of mescaline, five sheets of high-powered blotter acid, a saltshaker half-full of cocaine, and a whole galaxy of multi-colored uppers, downers, screamers, laughers... Also, a quart of tequila, a quart of rum, a case of beer, a pint of raw ether, and two dozen amyls. Not that we needed all that for the trip, but once you get into locked a serious drug collection, the tendency is to push it as far as you can. The only thing that really worried me was the ether. There is nothing in the world more helpless and irresponsible and depraved than a man in the depths of an ether binge, and i knew we'd get into that rotten stuff pretty soon


- Raoul Duke 


The story then starts to become more about the effect of these psychedelic drugs on the human body and what effect the environment they are consumed in has on the taker. The trips experienced by the two focal characters (Raoul Duke and Dr. Gonzo) are often very explicit and often quite alarming due to the fantastic detail in the costumes and make up. 



The scene where they enter a bar and the mescaline and LSD begin to
kick in and they people in the bar warp and twist into these
demented garish lizard like creatures which he believes are going to eat him 


The heavy trip on this ridiculous drug cocktail then continues as Raoul cowers behind the bar in the room while a rival reporter attempts to discuss the race with him. This is obviously impossible due to the shear volume of drugs coursing through his system make him see the reporter as solider in vietnam with explosions and flashes going off all around him. 
      The film clearly states the consequences of abusing drugs to this extent and shows why there is such a thing as 'too much' but the film also outlines the glorious period of time which was the 1970s.


San Francisco in the middle sixties was a very special time and place to be a part of. Maybe it meant something. Maybe not, in the long run… but no explanation, no mix of words or music or memories can touch that sense of knowing that you were there and alive in that corner of time and the world. Whatever it meant.…

- Raoul Duke

What he is essentially saying is that it should be worth noting the time you live in and where you are. Its worth taking a second to realise that when everyone was having the time of their lives you can say that 'I was There'. He also goes on to say how words and memories and music cannot describe that feeling when you were 'There' and how incredible it was to be there. 


One of the most important parts of the film is that the further into their drug fuelled haze they go their objectives and goals become less and less clear and by the end you are unsure of what is actually there and what is just a fragment on their imaginations. Fear & Loathing is clever like that because as they lose their sanity you get the feeling you are losing yours without actually losing it. 

Thursday 10 May 2012

The Creation of the Game Level.

As you know for this module we have been asked to create a level for a game environment. From the titles we were given  chose the Alien Crash Site. I milled around ideas in my head until I decided upon a basic storyline to describe the events which would unfold during the scene

Broad Audience: Mature
Mood: Eerie & Foreboding


A man driving a red pick up truck is making his way down a road winding down a mountain. He comes upon a massive evidence of destruction and a large hole in the fence bordering the mountain trail. The man gets out of his vehicle to investigate (this would be where the player starts playing). The man then picks  his way through the mess continues down a slowly sloping path bordered by broken earth rocks and grass. As the man advances down this path he begins to see shards of jagged metal and smoke rising from a mysterious looking vehicle
            There appears to be nothing alive around the crash site, nothing but debris and earth, but then the man then turns to examine the rest of the area and turns around to see an aliens head impaled into the ground by its spine .

Starting hill with the truck the player arrives in 
^The above has had alterations where the scene did not come out as expected. Such as the long forrest path was impractical to do due to walkable game space available to us. I started with a blank game environment in unity and began to mould the hill which would be the starting point of the game. 



The ship ground to a halt after hitting the hill
The alien crash site brief did not specify how it had crashed so i decided that instead of it having just hit the ground I thought it would be better to show it had it a lip of some sort (the edge of the hill), crashed through it and slowly ground to a halt several metres in front of it. I thought this would add more realism to the scene rather than it just be a spaceship in the ground.

After completing the ditch and run off from the crash i decided the stock terrain around it was too flat so i used the raise/lower terrain tool with the opacity turned down (this stops the edges of the hill becoming too steep) and brushed lightly over the ground so there was slight bumps and mounds. This had a profound effect on the realism of the scene.
The bumps and hills in the scene have made it look like a real forrest


The next step was to start texturing the ground. I did this using the paint tool and applied the 'GrassyRock' paint to the whole environment. This was to be the base colour for the environment and the other paints and colours would then go over the top in their correct places. 

The next step was to add the colours in their correct places, this meant deciding what kind of soil or texture to apply to certain areas which would differ in reality. I found the texture forrest floor which was ideal as there would be a lot of trees to be added later on. For the groove the ship caused when it crashed i used a combination of good dirt, cliff edge and grass. This combination helped me achieve the goal of making it look like stuff had been thrown in all directions showing the impact of the ship in the ground. 


The good dirt shown a lot in the main ditch area. The top right shows the green of the forrest floor 

After applying the paint to the ground i need to add the trees. I imported some more trees from a terrain package and started adding the carefully to the scene. I had to make sure there were little to no trees around the crash area as they would have been destroyed in the crash and probably burnt. I used 'ScottsPine' to create the bulk of the trees and then added 'BigTree' and various others to give a more varied forrest environment. I then looked at the scene and realised that forrest was still really empty and needed some more things to pad it out. I then added some random bushes and plants to give an accurate representation of a forrest, i then added some rocks making sure to put more around the crash site, and the ditch itself.

The combination of all the colours in the paint textures makes the forrest look so much more life like


After adding the natural assets i decided to move on to adding the key features of the scene: Firstly i imported the red pick up truck i use to insinuate the way in which the player arrived in this place. I then added the spaceship and carefully placed it into the ditch. After placing the spaceship i realised it had gaps between it and the ground. I rectified this by using the raise tool so it looked like the nose of the ship had been partially buried under the debris. 
        The next step was to add the aliens head, first time round I had it dangling from a tree by the end of its spine, but on reflection the head was not in proportion to the tree so instead i impaled it into the ground using the spine as a support. I then imported the alien ray-gun and placed it just behind the ship, as i did with the head, so it isn't instantly visible when you start the game. 
The crashed spaceship
The final stages of this scene was to add a skybox to give the scene sky. I first used an 'eerie' sky box to give a ominous effect but then after testing i found a sunset one which worked a lot better as the fading sunlight casts a strange yellow-orange light which turned out to be a lot more eerie than the eerie skybox



Sunset skybox was a much better idea
The final stage was to add fire, smoke and sounds. I created a particle system and edited the attributes  to make a more intense flame like the one which would be produced in an engine fire. I then added billowing smoke just above the start of the fire. I did this for two engines, one just had smoke and the other was left empty, to give variety.



The creation of this game was actually a really rewarding experience and the final outcome was much better than I originally expected. If i was to do this again i would remake the pick up and add more detail to it as well as creating an entire alien and the inside of the spaceship. 

FIFA 12 textures and the awful, awful crowd.

Already I have talked about Go3 and Skyrim but games which don't really 'need' good texturing are still worth noting when they have good texturing. For example FIFA 12 is purely designed for the footballing experience but over recent years the texturing and modelling has improved dramatically. The faces of the players now look nigh on identical to their real counterparts.




The two images above show Cesc Fabregas a player for FC Barcalona. The evidence of the intent to make the players look as life like as possible is clear as they have textured and modelled everything down to the last hair on his face.
     However FIFA 12 also shows some of the worst attempts at modelling i have ever seen, this is by way of the crowd in the background. Like i said the texturing is not a main focus of FIFA 12 but the crowds animation is so depressingly shit that it needs to be sorted out. Multiple people will always stand up to cheer and never move independently of each other. they will often wear the same clothes and look the same facially as well. I mention this because bad textures need to be addressed as well as the good ones 

Gears of War 3 Texturing


The texturing on Gears of War is another game that has come out that has stunned audiences with its graphics and asset modelling. This is however very different from Skyrim visually. Gears of war always seems a lot darker which is obviously to link with the mood of 3 and the trilogy in general. The dark haze which settles over everything along with the destroyed cities dead people and rampant alien monsters killing everyone means that dark colours are used frequently. Nothing ever looks new or pristine and nothing ever looks nice.





The textures are also indicative of the sheer brutality which takes place in the game. This ultra realism combined with the excellent texturing makes you feel like you're playing a film. This is further supported by the storyline which really well voice acted and is written coherently and intelligently. You may say that this has nothing to do with the texturing but without this combination of texturing and acting you would have a game which was no where near as good as this.

Skyrim's Texture




Skyrim's texturing is one of the best i have ever witnessed while playing any game. Bethesda have really out done themselves with the quality and detail of very single plant flower and animal in the game.
        The quality of the texturing actually makes the game a lot more fun to play as the reality factor is greatly increased so players are felt to be part of this world.


 The dragons especially are textured to perfection and look as good (ish) as the CGI on a lot of major recent blockbusters. The most impressive part of the dragon is its intricate scale patterns which cover its body. I have come to appreciate this due to working in Unity and Maya, and that to have a well textured model needs to be achieved if you're going to have it as an asset.
     The details are what make Skyrim one of the best games ever made, the skyboxes have bee crafted to perfection depicting weather changes including massive foreboding clouds showing coming rain or snow or going up to the highest peaks and seeing the 'northern lights'

 

Assets for Unity







Above are the main assets i have used in my game environment. They consist of the Alien's head and gun and the pick up truck the playable character arrives in. I modelled and textured all of these in maya using textures from the internet and bump mapping to give (especially) the aliens skin and the rust on the barrel a more realistic surface. 

Wednesday 28 March 2012

Modernism..

Modernism lecture

Max nordau (left)
Lumiere brothers first films - ran screaming out of theatre as they though they were going to be run over.

Modernism is a subjective experience and is not a style,

Monet (above)- modernity blurred brush strokes. Paint the experience of the world.  New technology and new buildings allows a new view of the world. Tall buildings - different (higher) view.

Modernism in design. Responds to changes in the world. New is better anti-historicism.
Truth materials tube steel chair not painted to look like Anything, left to look like tubular steel
 Form follows function, good function is more important than colour. It looks good because it works well

This is the Herbert F Johnson museum of art at Cornell University
and its straight clean lines display typical modernist traits

Posters..






No real explanation needed i simply to the films shown above and changed their posters/ logos to redirect the film to a different audience. Mainly the audience has been redirected to people of my age and have used terminology and images which invoke different meanings coming from the films..

History of Advertising.


'An essential component of any competitive market economy: driving growth and dynamism' (Hegarty, 2011, p7



Advertising was greatly effected by the large scale colour printing technology developed in the 19C. This printing break through led to the Lever Brothers soap advertisements. The strategies used point towards the big advertising companies Bernbach and Hegarty. This was the beginning of ad's which used art and technology to display their product to the public. Such as the sunlight soap. The advances in printing means that the packaging was colourful and attracted the eye with the appealing colours

















This advert, although not around at the same time as the soap one above still emphasises some of the great things about advertising. The simplicity of the advert means that the product itself doesn't even need to be seen if you have a Gorilla banging on the drums.

Typography..

Typography has been around for thousands of years and dates back to people using it to create seals (wax) and currency.

The Typographical Principal - The act of creating an new text by reusing identical characters.


This was first realised in the Phaistos Disc which was a printing tool invented by the Minoans on Crete between the years of 1850 and 1600BC. Much later on in history the Disc was abandoned and in north western europe small tiles were adopted with individual letters on them and this was used instead,
       Johannes Gutenberg made the next advancement with the mechanical printing systems in the mid-15th century. He used lead based alloys to print the letters onto the page. His creation was was successful it is still being used today. Gutenberg created cheap ways of making letter punches which means people could print vast quantities of text quickly. Gutenberg's designs were instrumental to the start of the printing revolution. 
File:Printer in 1568-ce.png
Early wooden printing press. Despite its simplicity it could produce
up to 240 impressions an hour. 
This was Gutenbergs's printer. Even though wooden printers
are a thing of the past the lead based alloy is still being used today

Avant-Garde..

Avant-Garde is a term in English to describe people or their works which are particularly innovative or experimental, this can be applied across a lot of fields such as art, culture and politics.
        Avant-Garde often invokes controversy as the whole idea of it is to push the boundaries of the norms or art and culture. Avant-Garde happens every day and is also part of the changing education system and its advances in technology. For example art is more and more now being done on computers and electronically. There is now no need to print off posters as we now have electrical advertising boards which can hold thousands of posters on a constant reel for a relatively low cost in comparison to the money wasted on paper, glue and man power.
This the 'Matrix of Sensations' by Donald Kuspit and basically ratifies everything i have said about avant-garde.
This painting means nothing to someone who doesn't know the story or who isn't the artist themselves. Very abstract
and uses colours to be colours not make up the shade of someones face. 
      Avant-Garde can be traced back to the start of surrealism which was essentially the start of all things  controversial considering it was a very controversial movement anyway. The term was originally used to describe the first line of an army or the advanced-gaurd. These were the first soldiers to enter the fray and if we parallel this to artists they were the artists who were trying new things and breaking boundaries of normal social and cultural conventions. The Avant-Garde artists often come up with weird and wonderful creations but now a days the weird is more than the wonderful. Especially in fashion costumes and dresses are getting even more insane
Lady Gaga Turned up in a dress made of meat, to the MTV  music and video awards


Italian Cinema..

''Film is not the art of scholars, but of illiterates''
- Werner Herzog

Federico Fellini was a script writer/ director who was born on 20th January, 1920 in Rimini. Fellini was one of the most influential directors of the 20th century and made a significant mark of the industry with films like 'La Dolce Vita' in 1960 and '8 and a Half' in '63. He also stressed that there was a lot more to Italian films than just the film itself. He mentioned the use of economics and historical references and to know the right audience.

Prima Visione - Upper class, sophisticated and the audience chose a film to watch
Seconda Visione - Middle class still as sophisticated as Prima the audience selects a film
Terza Visione - In less populated areas, cheaper tickets, audience goes to see a film out of habit.

Old Italian cinemas from the '60s 




Italian cinema was much different in the 70s (Terza Visione) to how we are used to watching a film in the Uk, both in the 70s and now. Going to the cinema was a social occasion and people would talk eat and drink during the film and it would be essentially like going to a restaurant with a film in the background. People would just drop in at random times regardless of how much or little of the film was left. People would meet friends catch up and a lot of the time the film would be ignored but served its purpose as background noise. 
            The working class film industry was also needed a lot of films to keep it going which would mean that most people would go to the cinema every night. But as i said it was not to just watch films it was like meeting up at your favourite cafe for a drink. 

Filone/Genre..

Giallo - detective novels 
Spaghetti Westerns 
Poliziottesco - police procedural. 

These were the main genres around at the time and this was the case because this is what the public was most interested in. The 'Mafia/Mob' were always a shadow in italy and making films about these people means people can experience them without having to be killed by the mob. 

             

Tuesday 13 March 2012

The UFO

These are some Maya screenshots of my almost finished UFO to go in the crash site on my game level. I say almost finished because i may change my mind about the colours and need to add bump maps. But so far i'm pleased with the results.






Wednesday 7 March 2012

Graffiti / Street Art

Graffiti is not a new thing like the bold letters on the side of bridges, designs of this nature have been around for thousands of years by way of prehistoric cave paintings. There were some Drawings and paintings on cave walls from the Paleolithic period (17, 300 years old) discovered in 1940 by some teenagers. These paintings depict everyday life such as hunting. 

These are obviously not as complex as some of the intricate designs that there are today but it shows us that the want to record experiences and thoughts so your experience can be passed on. Not so much today but here was where it all started.
        Graffiti also also popped up in roman history with markings made on the walls in the ancient city of Pompey. The romans carved what appears to be small human figures and some latin scrawled over the top.
Killroy/Mr. Chad was a worldwide graffiti phenomenon of which no
one is sure of the exact origin

Graffiti is everywhere but we only think of graffiti as the sprayed paint on the concrete walls. Graffiti is in adverts. The Vauxhall corsa with the moving graffiti on the walls which follow the car. The graffiti is obviously not actually painted but even technology which doesn't use paint is inspired by wall art.


Tuesday 6 March 2012

Title Sequence..

We have been asked for our PPP module to essentially do a title sequence but changing colours, darkness and contrast to affect the message that the opening scene gives across. For example the opening to spider man 3 has a very foreboding soundtrack which makes us think theres something wrong or something evil on the way, however if we were to change it to a up beat piano tune then the whole mood the dark brooding colours have captured is lost in an instant.
So far im thinking about changing a movie title scene to be viewed in another vein. To start im going to experiment by changing colour, contrast etc on some movie posters, starting with inception

French New Wave Cinema 1950s - 1960s

Modernist film is very much like in some ways modernist art by way of saying it focuses on only doing films which are non-fiction, nothing fictional or fantastical made its way into the films of this era. One such modernist film maker: Andre Bazin believed all film should be about real life and events that happen every day. This was eve taken to the extreme by having longer takes and fragmented editing to further make it as real as the Auteur can.
             What Bazin says is a bit extreme but films like this or scenes like this have been very good in the past. Such as Reservoir Dogs' opening scene is shown in a coffee shop with the main characters just talking. This is one of the best scenes in a film and Tarantino captures the beauty in conversation so well on film.
     Agnes Varda started the wave with La Pointe Courte which was about a couple living in a small fishing town working through their relationship. This small summary of La Pointe Courte is a shining example of the French New Wave. The simplistic style, setting and story are all what Andre Bazin thought film should be as well as her film be vey modernistic anyway.



Varda also scrapped the track and dolly for her films and used a camera mounted on to a car bonnet.The one above is obviously not the one she used but you can see how far that simple idea has come by looking at the image above. 
        Prohibition and mafia themed films were also very popular at the time. One such FNW inspired film is Mickey One where a night club comedian goes on the run from the mob directed by Arthur Penn.