onformative

onformative OP t1_izwydiq wrote

Nice! Yeah generative art is exactly where we are coming from, if you are into this topic you might have heard about the "Generative Design" book. Anyway.

I totally agree with you about the imperfection, especially if you look at it from a creative perspective, that's when interesting things happen. We wanted to keep this rough state, also to make the progress visible. When I talk about it in lectures, I often show the image below, where you can clearly see the use of the tool through the traces, which is something we wanted to keep and transfer to the digital realm.

https://backend.onformative.com/assets/work/tools.jpg

1

onformative OP t1_izw1y5v wrote

Hi, yes, good point and i totally agree. It was important to us to now just create a good looking piece, but something that explains how it was technically done. Thats why we wrote the 12 page paper explaining a bit the process behind it. I posted it in one of the earlier comments but you might have missed it: Here it is: https://bit.ly/3hdqxeU

1

onformative OP t1_izw1uim wrote

Good point, we thought about doing the rendering in real time as well, but in the end decided to go with 3d software. In our case we used houdini and C4D, but blender would have been an option as well of course. Not saying it would not be possible to achieve the same visual quality in Unreal as well but since the project was planned to be a linear animation in the end, using 3d software gave us a bit more flexibility to explore different ways to visualize the results.

1

onformative OP t1_izw1ksy wrote

Agree, the statues definitely have a high level of imperfection. What we found interesting in the end though is that you can clearly see the traces of the different tools used so even after the sculpting is done you can still see or at least get an idea of the agents behaviour by the traces it left on the sculpture itself.

3