Wednesday, 2 November 2011

Jean Baudrillard

This morning as part of our Context and Review module we were split into groups and given a theorist to investigate for an hour. Kieran Baxter and I ended up with one of my favourites to argue about: Jean Baudrillard. Below is a series of the notes we quickly made which would allow us to discuss his theory in the context of critically reviewing an animation.

Baudrillard was a French sociologist and theorist who extensively commented on technological advances throughout the mid twentieth century and had a particular interest in the ongoing state of the medium of cinema.

Despite being an avid lover of cinema he was concerned about the integrity of the medium believing it to be an artistic degradation of photography, believing that sound and movement diluted "the purity of the [photographic] image"

Concerned with the impact of manufactured images promoting a hyper-reality Baudrillard argued that we should get away from the cinemas and experience the community on the streets instead.

"The media's way of replacing any event"

In practice one should consider honouring the reality one is replacing with as much integrity as possible.

Concerned with locality and individuality Baudrillard argued against Marshall Mcluhan who promoted technology as creating a global vision and instead believed that the constant bombardment and search for symbolism in the modern world was creating a diluted community which was becoming increasingly nuclear and unstable.

He believed cinema should be in creative not commercial hands and was against the realism and global commercialism of the media throughout the 1980's.

Sooo...How does this affect our personal approach?

By doing a visualisation project based on an existing location it has made me reflect upon the way I will be approaching the existing site and location. By nature the project will be altering the audiences perception of the space and does retain the integrity of the site so it will be interesting to see what kind of reaction or interpretation the viewers project. Whereas I believe that film can be an extention of the purity of say a photograph of the same subject I agree with the fact that the globalisation which occurred in the eighties and early nineties did erode some kind of artistic integrity within the medium of cinema and consumerist society as a whole but feel with the rise in the awareness of sustainability that there is a drive in certain works [definitely not all or most] to recapture the original excitement and message of cinema. The line between actual and fabricated reality however continues to be every blurry...

Tuesday, 1 November 2011

Construction Commences

Having never modeled a building in Maya before I foolishly thought that it would be easier than an organic character. Four duplicated edges loops and too many floating vertices later and I realise how wrong I was. Still work has commenced and it is slowly but surely getting there. At least UV mapping it should be straightforward!


Metropolis 1927

Metropolis  1927
Dir. Fritz Lang

I wrote so much about this film for my dissertation last year that I felt the best way to describe why I find this film particularly influential would be to upload an edited version of what I wrote on this film. It truly is a visual masterpiece of cinematic history.


If one movie can be described as the definitive ‘Futurist film’, it is undoubtedly Fritz Lang’s Metropolis [1927]. Metropolis has come to represent a defining expression of modernist theory in cinema and is still widely studied and highly regarded today. Theoretically and technically, Metropolis is a classic example of stylistic storytelling in cinema whose most memorable element is that of its Futurist inspired architectural representation of the city. As Neumann [1996:94] points out:
‘Above all, Metropolis is a film of powerfully expressive architectural metaphors, a gallery of contemporary visions, and an important turning point in the development of film architecture’
Prior to film-making, Lang had trained as an architect in Germany and was able to combine a theoretical knowledge of architecture with inspirations from reality to create cinematic architectural visions. Although the script had been written before his visit, Lang had been deeply inspired by a trip to New York in 1924 where he decided to create Metropolis visual style. After spending a day in Manhattan,  Lang wrote [cited in Jacobsen and Sudendorf:2000:9]:
‘The buildings seemed like a vertical curtain, shimmering and very light, a lavish backdrop hanging against a murky sky, dazzling, distracting and hypnotising... I knew that I had to make a film about all these impressions.’
To convey these impressions, Lang looked towards the architectural representations of Sant’Elia and worked closely with set designers Hunte, Volbrecht and Kettelhut whom he had previously employed on Die Niebelungen and Testament des Dr Mabuse. The combination was powerful and never before, and arguably since, has the Futurist vision of a city been so dramatically realised. Futurist influences were visible in Metropolis as early in production as the provisional concept sketches [see figure 1]. Echoing the work of Saint’Elia [see figure 2] with theirdirectional interplay of sharp angles and straight lines’ [Ricciotti: 1984:56], the sketches depict a multi-levelled city composed of tall stepped profile structures, a dominant presence of glass and technology, and high level roads densely populated with pedestrians and traffic.
The complexity, scale and confusion of the final Metropolis sets, such as the cityscape [time, figures 3, 4] were deliberately engineered and created by building small scale models up to six metres deep allowing camera access and movement. As explained by Jacobsen and Sudenhof [2000:23]:
‘Unfathomable is the only way to describe the geography of this city. Cars ride by, but no-body knows where they are going. Planes circulate between, but not above the building...all attempts at orientation are useless’. 
The seemingly endless network of modern buildings, transportation systems and social flux were representative of the Futurist metropolitan ambition to create a:
‘vertiginous city of towers, congested, chaotic, and teeming with technological gadgetry’ [Willis:1980:50]. 
Lang’s vision, though Futurist in design, was anti-Futurist in sensibility and he used Futurist expressions as a statement against the movement itself. Lang was reacting against social divide, mechanisation and destruction of the past which had come to be associated with World War I and pre World War I movements. Thus, not all elements of Metropolis design were Futurist;  significantly a German Gothic Cathedral features heavily in Metropolis’s latter scenes [ time, figure 5].  Contesting the Futurists’ statement  ‘architecture cannot be subjected to any law of historical continuity’ [Apollonio 1973:160], this seemingly anomalous inclusion is representative of a later German Expressionist trait to find spirituality in tradition and re-humanise the modern movement [Collins:1968:313-314]. Despite this inclusion, Lang removed the cathedral from the main city cityscape replacing it instead with a Futurist skyscraper dubbed ‘The New Tower of Babel’ [time, figure 6], thus visually linking the Futurist movement to a negative prediction of man’s ambition for the modernist city. 
This adverse approach to urban modernity was a popular post war trait and was explored and commented on internationally by European directors. Following Metropolis came Murnau’s anti-urban morality tale Sunrise [1927] which according to Neumann [1996:104] through its lavish use of modern set design [see figure 7] ‘ brought modern architecture to America’. Although influential, both Metropolis and Sunrise remained stylistic in setting and negative in their approach to Futurism and modernity. Nevertheless Murnau and Lang’s cityscapes were some of the first backdrops to trigger theoretical debates in the architectural world. Luis Bunuel, surrealist and director, was one of the earliest critics to notice the significance of Metropolis when in 1927 he wrote:
‘Now and forever the architect will replace the set designer. Film will be the faithful translator of the architect’s boldest dream’. [cited in Neumann 1996:98] 
Whether this has been realised fully is debatable although what is indisputable is the successful and extensive representation of Futurism in film as opposed to the physical world. However, not all early films which represented a Futurist sensibility towards modern cities were fantastical in setting. Metropolitan centres such as New York or Berlin which were rapidly modernising and displaying the physical influences of Futurism were  regularly used as real modernist backdrops.  Far from showing the more negative aspects of modernity, these films approached Futurist ideals with a more positive and often inventive stance, exploiting the cities development in a form of pro-urban propaganda.





Studio 4oC


Website: http://www.studio4c.co.jp/english/

Of all the more experimental animation studios out there my ultimate favourite would be Studio 4oC in Japan. Avant-guarde, experimental their films and OVA's are consistently interesting and well done if often mind-bogglingly confusing. They work using a combination of 2D and 3D animation which is blended seamlessly together to create striking visuals and dynamic effects. 4oC is led by animator Eiko Tanaka who worked alongside the brilliant animator Hayao Myazaki on My Neighbour Totoro and Kiki's Delivery Service. The studio's most famous works in the Western cinema audience would be the series of segments they worked on as part of the animatrix [they were responsible for detective story, Kids story and Beyond] and also one of my favourite all time anime films Tekkonkinkreet. What I like most about the studio's work is that although they stick to traditional anime conventions and background they break all the rules and are not afraid to experiment often creating confusing or uncomfortable images for the viewer to watch. I never get bored of watching the work they produce and they remain a constant source of inspiration for me in my 2D work. Probably my favourite experimental piece which they have done is Dimention Bomb which was part of their Genius Party, a series of seven short films and a link to it can be found below, I still have no real idea what the narrative is explaining but the imagery produced is gorgeous and it is I feel a good summation of the kind of work which the studio produce: http://www.youtube.com/watch?v=wKMWfldMTiI&feature=related . 

Friday, 28 October 2011

Maya Refresher

I have been attending the Maya refresher course which has been hosted by Dylan, master's student for last year. I may not have the most exciting models to show for it but its definitely been good to go over it all again. Today was UV mapping which is something I strangely enjoy. Next week I'm going to start modeling Sant'Elia's train station and hopefully finish modeling Tom so watch this space for bigger things!


Thursday, 27 October 2011

Enquiries

On Tuesday we had another mind-mapping session which was very useful and opened the possibility of my approaching this project from a more practical rather then theoretical stance to balance the rationale behind the project. What emerged from this session was my need to begin to explore the commercial world of architectural visualisation companies and contact them with regards to their approach to client projects. In order to address this void in my knowledge I have created a list of potential questions to contact some professional companies with to help me to get a better understanding of the industry.



Research Questions:

1. How many members of staff are there within your company and how is the workload divided?
2. How do you approach creating an initial storyboard to fit the clients needs, do you use 2D or 3D tools to create it and how much of a narrative or story do you include?
3. How long (on average) does each stage take to complete and how many stages are involved in the completion of a final visualisation?
4. What program (s) do you employ in the texturing process?
5. When it comes to compositing the piece of architecture into the environment do you use live-action film, 3D or a combination to depict the existing situation?
6. What is the extent of your influence in changing the designs, ie. do you collaborate backwards and forwards directly with the architect's throughout the modeling process?
7. In which stage would you be most likely to encounter any difficulties or anomalies?
8. What do you feel is the most important factor which a client should take from a completed visualisation?
9. Do you take any inspirations from other visual effects companies or cinematic sources in your approach or work ethos and if so which would you say was the most influential?

Carlton Hill View