Thursday, January 6, 2011

Masking video and Texturing

Masks:

Here is the tutorial video for setting up masks

Textures:

There are two ways of getting textures of objects for 3D studio Max.

Texture image from voxels - Achieved within Meshlab, pretty straightforward, and produces passable results: http://vimeo.com/14894509

Projection mapping - Achieved in 3DS Max, more difficult, but better results: http://blog.neonascent.net/archives/cameraexport-photosynth-to-camera-projection-in-3ds-max/

Assignment 1 Brief - PDF Link

Here is the link to the full Assignment 1 Brief:
ARCH0006_Assignmnet1_Brief.pdf

3Ds Max Design 2011 for your own computer!

If you would like to install Max, we are using 3Ds Max Design 2011 in the labs at the moment, and as a student, you can get a free version with a 13month license from the Autodesk website. All you need to do is register with the site using your student email (eg. z1234567@student.unsw.edu.au). This applies to pretty much all Autodesk products.

Here’s a link to the page (you may need to login):

http://students.autodesk.com/?nd=download_detail_v3&product_id=10253

As a starting point, when you install max, the “Essential Skill” window will pop up in Max (also available from the “Help” menu). If you follow these 6 quick videos, you should have the very basics down. Beyond these basic essentials, it just takes a bit of experimenting, and usage to better understand the tools and their uses. There are literally thousands of free tutorials on the net with just a simple Google search. I use different tutorials from different places for different things

Wednesday, January 5, 2011

For Friday

  • Gather visual reference images as influence for your sculpture. Generally at least 10 are suggested.
  • Produce sketches of your ideas to help guide the creative process.
  • Have a completed reconstructed watertight object in 3D studio Max. You must have at least one watertight object by Friday, but preferably have your chosen object reconstructed as well as a reconstructed building or face of a building.
  • Post any questions you may have as a reply to the "Photosynth Clinic" blog post on this blog.

For Friday,

Tuesday, January 4, 2011

Wednesday 5th - Work for today

  • Make sure to give your blog address to either Jeremy or Josh, so your blogs can be linked to the course blog.
  • Work on creating a photogrammetric reconstruction of your selected object.
  • Go out and take photos of a building (or faces of a building) on or around campus.
  • Come back to the labs and make photgrammetric reconstruction/s of your building.
  • Start gathering visual references as influences for your Installation 1 - Impossible Artistic Object.
  • Do sketches of your planned sculpture.
  • Post images and links of your work in progress to your blogs This can be links to your experimental photo-synths, screen captures of your work from various applications, renders of your reconstructed objects and visual references/influences/sketches.

Installation 1 - Brief 15% Due Week 1 A Real Object - Photogrammetry and 3D Printing

In the realm of manufacturing and fabrication the possibilities to create new, never seen before objects are increasing exponentially. As a result new ideas need to be incorporated into our design process in order to accommodate for these new advances, and as has been historically throughout design history, the experimentation with materials and manufacturing processes continues into these new areas. Rapid prototyping is one area that we have an opportunity to engage with during this course.

Premise: Starting with “Reality” as our driving concept, we will engage with and gain competency with the technologies involved in a rapid prototyping process, from capturing and creating 3D geometry using a range of software and applications and experimenting with the possibilities afforded us by the use of a 3D printer. You should think about what may be possible to make with a 3D printer that is impossible to make otherwise.

As a starting point you can use either a significant building… or a chosen object as a base point. You will capture imagery of your building/object in order to create an accurate textured 3D model photogrammetric reconstruction, and provide 3D Rendered images of your object for comparison with your real object. Using your object and an abstract concept as a director you will develop an artistic alteration to your object, making a sculptural work of art.

Working with a largely abstract and beautiful aesthetic frame of mind you will alter your photogrammetric building/object to make an beautifully impossible object. Incorporating concepts such as social aspect or emotive direction can help to validate the context of your work.

The focus of this work should be producing an object that captures the imagination.