Elements
Introduction
Duchamp’s “rectified readymade” shown at right demonstrates concepts of modeling on many levels: as a scale model of the larger 3D board game, the game itself as a conceptual model of warfare, and the creation of an edition based on a prototype. Developed with efficiency and utility in mind, the adversarial state of play remains intact. Even though it is a far simpler interface than the larger game, it’s a no less “real” chess set than the 3D board it emulates.
In this project, we will explore ways of making models “real.” From the process of de-perfecting geometry to the application of light and material to the emulation of camera physics, we’ll understand what to do — and what to avoid — when pursuing a theoretical construct like Realism.
Objectives
After completing this project you will be able to:
- identify and use visual principles of composition to create digital 3D art work
- understand and use various means of expression—realism, abstraction, non-objective—to achieve compelling form in support of intended content and meaning
- manipulate the various algorithmic expressions of geometry—polygons and NURBS—to create highly realistic form
- understand and use metaphors to sculpture and photography in the generation of high-quality, high-resolution photorealistic still renderings
- work with various simple materials and material presets to achieve photoreal effects
- translate a model from the digital to the physical realm using 3D printing fabrication techniques