Archive for the ‘3D’ Category

1100 renderings (give or take)

Some notes on the ongoing production of my CG based, sci-fi, crime-thriller graphic novel: The Lightstream Chronicles

According to the script, there are somewhere between 212 and 230 pages of sequential art that needs to be created for the book to come to completion. At an average of 5 per page, the math tells me that there could be some 1,100 renderings that need to happen. More math: If I hope to complete it this year, that equates to 3.28 renderings per day. That would have to include post production; any Photoshop work that I need to do. But that’s just the rendering part of the project. There’s still dialog and page layout. I could probably do a more exact breakdown, but why bother? It’s huge.

While I acknowledge that this should plunge me into deep depression, I fully expect that some scenes will go more quickly than others. Scenes with dialog, without a lot of character movement and mostly “camera” work (I have several of these) are a “light-once-move-camera-shoot” proposition. I have been on enough live action shoots, however, to know that it’s not that easy. Sometimes lighting a close-up can take hours.

The most time consuming scenes are (and will be) the sweeping establishing shots, like flying over Hong Kong, Sean’s expansive synth lab, police headquarters, and the epic chase scene through the city.

Character Design

So far, all I have published is my character designs, which, so far, are pretty close to final though I have fully redesigned Sean and I have a first pass at Techman.

Sean Nakamura

I realize that, if you have followed the blog for the past year, you already know the basic story and you can glean some insight from the character descriptions that have been posted on DevArt and CGSociety, but even then, this name dropping doesn’t make much sense.

Scenes and proof of concept

For my 5th quarter thesis review, I have committed to completing an entire scene as proof of concept. Perhaps this will go online as a bit of an introduction. The scene I have chosen occurs early in the book where Sean Nakamura, the prodigy designer of synthetic, near-humans, is wrapping things up in his lab. The lab is one of those huge establishing shots that I was talking about and it starts out with a fly-over of Hong Kong with a zoom-in to through the windows of his penthouse laboratory at Almost Human Corporation (AHC). The strategy, thus far, is to build out as much of the lab as possible to focus in on the dialog.  The body of the scene takes place from pages 15 through 19. It would be great to add the big tension scene immediately thereafter on page 20 and 21, but this would require significantly more modeling, so it’s a long shot.

Conceivably, we could have these 7 pages by mid-to-late March. Snails pace. I know. It will get faster. Really.

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Graphic Novel: Road to Completion

 

 

I think there are probably a few skeptics out there that wonder whether or not this graphic novel thing is real or not. Indeed, it is. Therefore it’s incumbent upon me, I think, to publish a timeline. Unfortunately this one is probably not big enough for you to actually read, but nevertheless, it is real. This past summer I had multiple objectives:

  • complete concept art for eight key characters
  • write a scholarly paper outlining the academic side of this two-pronged project
  • learn a few new software and modeling techniques
  • begin an archive of source imagery
I am pleased to report that I am, thus far, on schedule. Over the course of Autumn Quarter at Ohio State I plan on embarking on Phase II. This entails:
  •  A panel calendar for completing both thumbnails and finals for every page of the book
  • Thumbnail layouts for at least 1/3 of the book, 30 to 50 pages
  • Additional research and amplification for my scholarly work (the design fiction side of this exploration)
  • Resolution of a graphic approach to text, captions, dialog, thoughts and sounds
  • Animatic for the promotional trailer
  • Additional concept art
As I am an MFA graduate candidate, this next phase could be a bit more challenging. Along with this project focus I am also teaching Basic Design 251. Thankfully, I have a class of 22 bright, and motivated students. Fortunately, I have built thumbnailing, research and exploration into credit-bearing independent study classes, and the animatic is actually a final product of Arts College 730, Sequential Imaging. Nevertheless, loads to do.
Since you can’t read the fine print above, if all goes well, it looks like we could have a completed work by the end of next summer or into the Autumn of 2012 at the latest. Then I will use the last semester to finalize my scholarly work and thesis. This much I know: It won’t extend beyond that, because I’ll be broke. : )

I’ll tell you more about the research aspect that I’m involved in this quarter in a later post.

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More graphic novel concept art

The Enforcer Synth is the latest supporting character in my graphic novel. Enforcers are part of the Elite Corps that report to Col. Lee Chen. They specialize in tactical enforcement and crowd control. A regular presence in the worst parts of the city, they spend much of their time policing “downtown” which is hundreds of floors below “top city” where the “respectable folks hang out. Downtown is old, decaying, a hot bed for techno-crime, and vice of every kind imaginable — and some unimaginable. It’s dirty and crowded; a cross between Vegas and the old Kowloon. This is the place for re-skinning parlors, black-market organs, implants and technology to elude the omnipresent surveillance of the New Asia Police. Not a place for the timid. You can get the whole synopsis on my site, and see a hi-res version on DevArt.

It’s a back to school week, so I’ll get to more updates this weekend.

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Some source images for graphic novel metropolis

I thought I would share with you some of the source images for Hong Kong 2, the metropolis where my graphic novel takes place. As I have revealed in some previous posts, we’re looking at a mega city on the North American mainland 148 years from now. I don’t want to reveal too many particulars that are central to the narrative but essentially the identity of this city has become a conglomeration of 22nd century architecture mixed in with a hundred years or so of Asian-style city stacking. A trip to Tokyo, or China and you quickly begin to see what happens when you have to stack more and more people into a finite area. Generally, you build higher, connect-on, and do a lot of retro-fitting. In the graphic novel, the high-rise now floats up there around 150 or more floors and that’s where you find the more affluent social groups. The closer you get to the street, it gets poorer, darker and considerably more dangerous. Though this was never touched on (to my recollection) in the movie Blade Runner, I recently saw a piece of promotional video from Ridley Scott that featured interviews with Scott, Douglas Trumbull, and Syd Mead that discussed much of the art direction for the film classic. Apparently they had a similar dystopia in mind.

 

Here are some images I collected from the web and my travels that give a peek into the kind of city texture I’m thinking of.

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Graphic novel concept art unveiled

Phase 1 of my graphic novel project is now online. The book will be titled: LIGHTSTREAM The Graphic Novel: Moment of Truth.

Here is the synopsis.

The year is 2159. One major, global government — New Asia — has engulfed most of Europe and North America. The government maintains tight control of the Lightstream — the evolved Internet — as well as rights and freedoms. Science has made it possible to manufacture life-like bionic persons. Known as synthetics, these bionics are found in all walks of life and can be virtually indistinguishable from humans.

In the former America, the largest city is New Hong Kong (also known as HK2). Here, the celebrity-son of a high-ranking government official is brutally attacked and left for dead. Police investigator Keiji-T, the latest in synthetic technology is assigned to the case. Under pressure from above, Keiji is given 24 hours to find the truth or to pin the crime on “the usual suspects”.  Though confident that his highly advanced programming has prepared him for the task, Keiji suddenly encounters conflicting instructions from a mysterious data implant.

In the next 24 hours Keiji, together with his human and synthetic counterparts, must unravel what is true and false in a world where it is difficult to tell what is real.

There you have it. Concept art is being showcased in several places. 1. DeviantArt, 2. The CGSociety, 3. scottdenison.com Ultra hi-res images are on DeviantArt which is set up for big files.

A few notes on design which you probably have gathered from my previous blog posts. I have another year of work on roughly 100 pages of CG but this is the look and feel that I will be working toward on every page. Since the entire graphic novel will be built in CG, that makes the scope of the project enormous. I have had to resort to starting with base stock models primarily for figures, clothing and and some background architecture. This is something I’ve wrestled with this for a long time but if I have to create everything myself the project will never be finished and most of these have been greatly customized and 90% of the environments, vehicles and props are all custom using Maya and Modo. The rendering is in Bryce. There is only minor retouching in Photoshop and the framing and typography are using Illustrator.

Comments welcome.

I’m taking Labor Day off. Hope you enjoy.

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Graphic novel update: 8.29.11

There is little in the way of academic thought today as I have been crunching away at my self-imposed deadline to finish my eight key characters this week. I’m happy to report that I’m running renders on the last one right now. This one is turning out to be it’s own unique challenge, as they all have been, but will probably require numerous render passes and more compositing than the others.

I’ve also decided to make DeviantArt my launching point for these characters. I thought about doing it right here but this blog is not really set up for large imagery and DevArt handles that pretty well. Plus, these are the people who really appreciate the work that goes into this so it makes sense. I’ll be adding them to scottdenison.com but in a lower res format.

Now, the question is: one a day, or all at once? I’ve created a template for the characters that links them all into the book title and supplies some basics on who they are. There will be a story synopsis to accompany the launch, but it’s going to be a year before the 500 or more panels are complete so after this, folks are just going to have to use their imagination. I’m thinking that to keep things alive until the book is finished I’ll be posting random renders, scenes, props, “diegetic prototypes”, (there, I made my academic contribution) and such. And, of course, I will keep everyone in the loop on progress.

This autumn I will be teaching Basic Design at OSU, which is a heavy 2:45 studio, three days a week. No telling, at this point, how much it will eat into my design time on the book. We’ll have to wait and see.

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What designers can learn from a sci-fi graphic novel.

With characters and script, synopsis and page grid nearing completion, I am poised at the threshold of an epic design journey and the production phase of my MFA thesis. Through my work this past summer, I have already begun to construct the context for this future, the story of the characters, their lives, and their world and visualize it within the constructs of a science fiction graphic novel. For this future prototype, I have chosen a new visual style — not film, not hand drawing — but stylized realism from computer-generated imagery (CGI) to further enrich the story, the cultural legibility, the theoretical visualization, the experience, and the emotional resonance.

As I have blogged before, I want this to be a great read, but for the designer it is also something more. This project is a multi-layered examination of the conjugation of design and narrative. With a trip to the latest superhero flick, there is clear evidence that we now have the technology to envision virtually anything, any world, any impossible feat and any disaster. Within these virtual visualizations, our design—our stuff—often taken for granted, supplies context and cohesion. The more the design reflects the culture the more real and reasonable the premise — the more virtual the vision. Thus, on one level, design blends into Bleecker’s[1] background providing credible context for a future vision.

On another level, design also becomes an accelerant for our culture and society. If the design around us, in our messages, our products, our tools, and our lifestyles is so inextricably woven in our culture, then it bears examination of what we make and how it will affect culture — perhaps before we simply wait and see.

Design also participates in the storytelling exercise and the way that future worlds can be prototyped. The graphic novel becomes a means to create a visual prototype of one such world in a fashion arguably less costly than filmmaking, where the designer gets to ask the holistic question of what design will be like a hundred years from now in the context of people’s lives wrapped in a compelling narrative.

The examination is multi-fold. The designer must create a purely hypothetical drama, then speculate on how it might be made real, how design can contribute to authenticity, what new things and ideas might be woven into the texture of human lives, and pulling threads of science fact into science fiction create the visuals and style to serve as prototype and narrative guide through a coherent order utilizing the conventions of the art form and the tools of the graphic designer.

At the end of the journey is introspection and conversation on the implications of such a journey for design practitioners as contributors to future media, entertainment, artifacts and information.

Possibly this is more real to me after having done it for 30+ years, but it seems that this is about design habits, and the tried-and-true that we exercise every day in the practice of commercial design, back and forth over the same territory, forging ruts and channels that make us and our design so predictable. In many ways, if we never stop and ask, “What if?” we will never spark that new synapse that will lead us to the untapped possibilities. Design should do that, too.

 

[1] Bleecker, Julian. 2009. Design Fiction: A short essay on design, science, fact and fiction. (37)

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My sci-fi graphic novel: more updates

Editors note: If you are arriving here for the first time, I’m a designer working on my MFA thesis is a graphic novel set in the far future, 2159. The objectives are two-fold: 1.) an exercise in epic designmanship that examines the design-culture relationship within a future narrative. Because the end result is visual, making things and and diegetic prototypes are a natural by-product.  2.) Created entirely in CG,this visually rich graphic novel will be an exciting, page-turning, thought-provoking adventure into the future.

With that behind us, I’ve made some progress on character design, to the point that I think I’m back on schedule and satisfied, (do you believe it) with the renderings, style and overall look that is developing. Five of eight characters are complete with the remaining three underway and well past the half-way point. As soon as this is completed I will be working to polish my overall story synopsis so that you guys will have something real to think about. I’m seriously toying with the idea of going on Kickstarter to get some funding. I’ve been working around the clock on this for almost a year, (with no appreciable income) writing, researching, etc. and a printed book seems to be a necessity, and that means promoting it and everything that goes with that — hence the funding.  A web comic, as I have discussed previously, might happen but only after the entire work is complete. This could be a year away.

Also on the list is a website for the book based on the title, and a video trailer. So, there is no end to what needs to get done.

Meanwhile, on my parallel path of examining the relationship of culture to design and vice versa, my designer investigations have touched on dozens of design decisions that amount to futurist predictions for the year 2159. These would include geo-political changes,  the philosophical ramifications of a techno-human future, society, religion, crime, as well as a plethora of design speculation on things like interiors and furniture, architecture, telepathy, fashion, transportation, food and cooking, weaponry, hardware, learning, and, of course, the meaning of life. All of this requires prototyping, researching and designerly thinking on the relationship of culture, the human condition, and design. Is this fun or what?

The path to that place, right now, is a matter of 3D modeling, UV texture mapping, rendering, rendering, rendering, tweaking, rendering, Photoshopping, and did I mention, rendering? Anecdotally, I was putting the finishing touches on one of my key characters and as I’m walking the image, I notice that there is this annoying shadow in the background. It reminded me of my studio days working with the great photographer, Paul Schiefer and those moments when we would be staring at the screen saying, “Where did this shadow come from?” We always had tons of lights on the set so it became a matter of switching lights on and off to find which one was the culprit. Of course, this is exactly the procedure in 3D. When I found the offending light, (set somehow to a distance of 25ft.) I ratcheted it down to about 6ft, but my next render revealed a background in darkness. Hmmm. Here’s where you depart from the photo studio world: I added a new light exactly where I needed the illumination and turned shadowing off . The result a perfectly lit background sans pesky shadow. That would have come in handy in the studio, huh Paul?

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Grinding it out – Graphic Novel update

Today: 3D tutorials. Web comics. Future of clothing. World Future Society.

Have I mentioned how I hate to learn software? It’s a young man’s game. As I remember back to the early 90′s, I taught myself 3D with programs like Strata 3D and PowerAnimator. Somehow it was easier then — software more intuitive (and less robust) — or I was just a lot younger. Anyway, I find myself having to learn certain aspects of the various software programs that are in my stable, just to move from point A to point B. Clothing is a bear. I mean really. Getting clothing to look realistic can be a nightmare. I’m a full week behind on my character designs and clothing is a big part of the issue. Nevertheless, I am grinding on. I still plan to release my eight key characters in September along with the plot line for the book. This comes with the caveat that I can change my mind at any time.

I have also toyed with the idea of launching the story in weekly form online, but have since thought better of it. I’m afraid that launching my graphic novel online before it is finished will prohibit the kind of last minute tweaks and changes that help continuity and overall polish. For example, my first spread is a fairly ambitious project in and of itself, and I am trying to capture a number of sophisticated visual effects to set the state for the whole story. But as I continue to work daily, I actually find that I’m getting better at what I do. What my first spread looks like today could look infinitely better in a year, (when I hope to be finished) if I could go back with new chops and polish it up.

Speaking of clothing… I’ve also done a lot of thinking about what people will be wearing in 150 years. Putting on my futurist hat, my design speculation is that clothing will be more technologically active than today, and a body suit will be the standard for most. It will also be possible to create your wardrobe in your closet, a scarf, a jacket, whatever on your own 3D textile printer. But most of the time you will be wearing a tight fitting body suit that is constantly monitoring your internal chemistry as well as functioning as a mediator with the outside world to provide information and protection. If you are thinking that some people will not look so good in a tight fitting body suit, that should not be a problem, since we will be long past the medical advancements required to maintain perfect body weight and muscle tone late into your first century. So there.

That brings an interesting point and why I have to keep driving toward the finish line on this as fast as I possibly can. If I take too long on design, I run the danger of never finishing. A year is a long time. My whole story vision could change if I’m not careful and over the course of a year I run the risk of hating everything I’ve done thus far. This happens, so I’m going to have to watch out for it.

On an academic note. The World Future Society is calling for essays for next year’s WorldFuture 2012: Dream. Design. Develop. Deliver. Neatly, they’ve inserted design into the theme. What could be better than that for my design fiction essay. I will probably submit. I’d love to attend.

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Rambling on thought bubbles and word balloons

I’m finding that, like it or not, I’m having to make some style decisions — which I hate — to me: it’s never good enough. One has only to browse through the gallery of ConceptArt.org or the CGSociety to get thoroughly intimidated. I have some lofty goals in creating this graphic novel: not only a great story, which for some reason I seem to be pretty happy with, but also in the art which, in my case, is a blend of CG models and stylistic effects, the latter of which is where I am struggling most. I don’t want this to be super-realistic or to suggest that these images are somehow real. I have no interest in going there. But I do want the images to have certain richness and a style that pulls you into linger on the image while at the same time not distracting from the story. Not that I think that either one is a deal breaker, since I have seen plenty of successful graphic novels that, I personally, find difficult to look at and others that look so good that you find yourself looking forward to the next page more for the art than the story. Both can be satisfying. Certainly, the overriding objective is to achieve that elusive chemistry between image and story. Having said that, I do think that CG begs a certain amount of detail and the design fiction influence that is so much behind this project more or less demands that you can stare at the thing if you want to know more; that you get the context and the way it (whatever it is) is made.

Which brings me to the next stylistic decision: the inimitable thought bubble or word balloon and how to handle the onomatopoeia — ratta, tatta tat and all that. Thought I haven’t read a solid rationale for the thought bubble, some historians attribute the conceptual origin of word balloon to breath on a cold day that puffs from out of our mouths. Unlike the movies, in comics you can’t hear what I’m thinking you have to see it. The question arises, stylistically, in how you render that without distracting from the art. In comics where the art is rich and textured, Watchmen comes to mind,

 

 

 

one could argue that the bright, white, word balloon, seems to detract (though not much). But, if find that as I race forward to find out when the bomb will explode, I am focusing on the words to propel me, then I am sacrificing (for the moment) the image, not studying it as it may merit. They are not making that seamless blend. I wonder if my word balloons and or thought bubbles can be of more equal value, more seamless as in the movies, so that one does not necessarily leap out at me like the stark white balloon in the dark alley (full of it’s own nuance). Can they be seen as more of a unit and then the reader chooses? I think so.

 

The beauty of this medium is that anything goes. Breaking rules and starting new ones is what comics is all about. At one level, it demands it.

 

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About the Envisionist

Scott Denison is an accomplished visual, brand, interior, and set designer. He is currently working on his MFA at The Ohio State University. His thesis is an exercise in epic design that examines the design-culture relationship within a future narrative resulting in a visual prototype — a graphic novel. Daily and weekly updates can be found here. Learn more about the author at http://scottdenison.com