Difference between revisions of "User:JMvdKOLK/ToTredone"
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My previous virtual room was a room with the objects trying to tell a story through a journey of my repoduction. The layout and the way objects were represented were confusing and chaotic. I decided to take a step back and think about its layout and the way I wanted to present the process. I decided that the entire room should be resembling the bottle it's trying to showcase. This would give me a clear border of what space I had and how I could fill it in. It's a lot simpler to work with a predefined shape of a room than it is with a blank space. I made the top part of the bottle the entrance and let the end result reside in the middle of the space. But, in order to keep the visitor curious, I made it so, that it would not be visible until you have seen a part of its process. I used the corridors towards the middle to tell the viewer two stories. One is the reproduction through modeling. Here you can see the difference of the shape and how it slowly started to be more like the end result. The other part tells more about the textures and experiments I tried to finish the model with. I believe that the overall structured layout makes the journey of its reproduction a lot more clear than how it used to be. | My previous virtual room was a room with the objects trying to tell a story through a journey of my repoduction. The layout and the way objects were represented were confusing and chaotic. I decided to take a step back and think about its layout and the way I wanted to present the process. I decided that the entire room should be resembling the bottle it's trying to showcase. This would give me a clear border of what space I had and how I could fill it in. It's a lot simpler to work with a predefined shape of a room than it is with a blank space. I made the top part of the bottle the entrance and let the end result reside in the middle of the space. But, in order to keep the visitor curious, I made it so, that it would not be visible until you have seen a part of its process. I used the corridors towards the middle to tell the viewer two stories. One is the reproduction through modeling. Here you can see the difference of the shape and how it slowly started to be more like the end result. The other part tells more about the textures and experiments I tried to finish the model with. I believe that the overall structured layout makes the journey of its reproduction a lot more clear than how it used to be. | ||
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+ | [https://youtu.be/pRJIGpn0DLc] | ||
==Modding == | ==Modding == | ||
The previous was about taking a real life object into another world. And while I managed to accomplished that, it didn't really affect that world. I was thinking about how I could implement my object into more worlds, give it a bigger meaning. I started thinking about easter eggs. How people always seem to stumble upon them and share them with others. People keep searching for them, there are websites dedicated to listing all the easter eggs they can find. Easter eggs are secrets or references hidden inside a game, it doesn't necessarily have to be related to the universe or game itself. I starting thinking about what if a person found my mod of the Pelgrim's Flask and started seeing them in other games? And not only that, he would start a seeing a pattern of what kind of games contain the 'pelgrim's egg'. It would turn it into some sort of egg hunt searching for where other pelgrim eggs could be hidden. I had them photoshopped into games that were considered a milestone. For example 'Asteroids' for having a high score list at the end where you could add your three initials. Or 'Gone Home' for being one of the first to push for a mature games genre. I'd imagine that the person would have a board like a detective, pinning every egg on it and following its road towards where he ended, Skyrim. | The previous was about taking a real life object into another world. And while I managed to accomplished that, it didn't really affect that world. I was thinking about how I could implement my object into more worlds, give it a bigger meaning. I started thinking about easter eggs. How people always seem to stumble upon them and share them with others. People keep searching for them, there are websites dedicated to listing all the easter eggs they can find. Easter eggs are secrets or references hidden inside a game, it doesn't necessarily have to be related to the universe or game itself. I starting thinking about what if a person found my mod of the Pelgrim's Flask and started seeing them in other games? And not only that, he would start a seeing a pattern of what kind of games contain the 'pelgrim's egg'. It would turn it into some sort of egg hunt searching for where other pelgrim eggs could be hidden. I had them photoshopped into games that were considered a milestone. For example 'Asteroids' for having a high score list at the end where you could add your three initials. Or 'Gone Home' for being one of the first to push for a mature games genre. I'd imagine that the person would have a board like a detective, pinning every egg on it and following its road towards where he ended, Skyrim. |
Latest revision as of 11:35, 14 January 2016
Museum of reproduction
My previous virtual room was a room with the objects trying to tell a story through a journey of my repoduction. The layout and the way objects were represented were confusing and chaotic. I decided to take a step back and think about its layout and the way I wanted to present the process. I decided that the entire room should be resembling the bottle it's trying to showcase. This would give me a clear border of what space I had and how I could fill it in. It's a lot simpler to work with a predefined shape of a room than it is with a blank space. I made the top part of the bottle the entrance and let the end result reside in the middle of the space. But, in order to keep the visitor curious, I made it so, that it would not be visible until you have seen a part of its process. I used the corridors towards the middle to tell the viewer two stories. One is the reproduction through modeling. Here you can see the difference of the shape and how it slowly started to be more like the end result. The other part tells more about the textures and experiments I tried to finish the model with. I believe that the overall structured layout makes the journey of its reproduction a lot more clear than how it used to be.
Modding
The previous was about taking a real life object into another world. And while I managed to accomplished that, it didn't really affect that world. I was thinking about how I could implement my object into more worlds, give it a bigger meaning. I started thinking about easter eggs. How people always seem to stumble upon them and share them with others. People keep searching for them, there are websites dedicated to listing all the easter eggs they can find. Easter eggs are secrets or references hidden inside a game, it doesn't necessarily have to be related to the universe or game itself. I starting thinking about what if a person found my mod of the Pelgrim's Flask and started seeing them in other games? And not only that, he would start a seeing a pattern of what kind of games contain the 'pelgrim's egg'. It would turn it into some sort of egg hunt searching for where other pelgrim eggs could be hidden. I had them photoshopped into games that were considered a milestone. For example 'Asteroids' for having a high score list at the end where you could add your three initials. Or 'Gone Home' for being one of the first to push for a mature games genre. I'd imagine that the person would have a board like a detective, pinning every egg on it and following its road towards where he ended, Skyrim.