Sops Kill
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Transcript of Sops Kill
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Pada saat dimulainya proyek dan seluruh parameter yang harus diketahui dan lingkungan dan
konteks menetapkan bahwa menawarkan alat yang paling cocok untuk membuat dan menilai
keputusan. Konteks buku ini, adalah untuk membangun sampai sejauh mana alat-alat digital dapat
membantu proses. Meskipun mungkin bahwa penyebaran mereka ditinjau dan diubah sebagaiproyek berlangsung tidak bijaksana hanya untuk mulai dengan duduk di depan program favorit
Anda dan asumsi kreativitas akan mengalir. Dua sikap yang tampaknya saling bertentangan perlu
ditangani sepanjang proses desain dan disimpan tegas dalam pikiran oleh perancang.
Dalam gambaran yang sangat baik tentang pemodelan digital Petrus Weishar (1998) mengamati
bahwa dalam menciptakan dunia maya untuk berbagai keperluan (desain produk, pembuatan
game, dll) seorang desainer digital harus berpikir seperti seorang desainer ditetapkan. Kami telah
bersusah payah untuk menunjukkan bahwa pencipta alam imajiner tidak membuat mereka untuk
tinggal di nyata melainkan untuk menawarkan penampilan atau ilusi realitas. Anda harus
mempertimbangkan apa yang bisa dan tidak terlihat, apa yang perlu 3D dan apa yang bisadipalsukan. Sebuah cut-out dari sebuah pilar dengan tekstur diterapkan, misalnya, daripada benda
bulat sepenuhnya masih akan terlihat seperti pilar 3D di gambar. Hal ini berguna untuk desainer
ditetapkan sebagai pendekatan yang dibutuhkan oleh pemodelan dunia maya untuk komputer
setara dengan pendekatan yang diperlukan dalam menciptakan dunia untuk panggung, yang tentu
saja sama-sama tidak nyata. Namun, ini juga mungkin bagi seorang desainer menggunakan
komputer, karena itu untuk pembuat model kartu, untuk terlibat dalam penciptaan mereka sejauh
mereka mungkin lupa bahwa tujuannya adalah untuk menggambarkan sesuatu yang adalah untuk
melayani tujuan yang berbeda. Model komputer bukanlah tujuan itu sendiri, melainkan
merupakan sarana untuk menguji dan mengkomunikasikan ide-ide visual dan spasial akhirnya
dirancang untuk media yang berbeda.
Jadi desainer teater perlu mempertimbangkan pengalaman bekerja dengan perangkat digital
versus tekanan untuk menyelesaikan proyek. Pengalaman tidak hanya membatasi dan
menghalangi pengembangan kreatif tetapi pada terburuk itu dapat membuat kesalahan yang tidak
mudah untuk pulih dari.
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While it is appealing to think of the design process as simply one of accessing creative flair, all
designers, in every discipline, are aware that their task is as much about problem solving and
accurate decision making as it is about artistic vision. At the commencement of and throughout
any project the parameters must be known and an environment and context established that offerthe most suitable tools for making and assessing decisions. The first of these, in the context of this
book, is to establish to what extent digital tools may assist the process. While it may be that their
deployment is reviewed and changed as the project progresses it is unwise to simply start by
sitting in front of your favourite program and assuming the creativity will flow.
Two apparently conflicting attitudes need to be addressed throughout the design process and kept
firmly in mind by the designer. In his excellent overview of digital modelling Peter Weishar (1998)
observes that in creating virtual worlds for many purposes (product design, games creation, etc.) a
digital designer must think like a set designer. We have been at pains to point out that the creator
of imaginary realms is not making them to be lived in for real but rather to offer the appearance or
illusion of reality. You must consider what is and is not seen, what needs to be 3D and what can be
falsified. A cut-out of a pillar with a texture applied, for example, rather than a fully rounded
object will still look like a 3D pillar in the image. This is useful for the set designer as the approach
required by modelling virtual worlds for the computer is equivalent to the approach needed in
creating worlds for the stage, which are of course equally unreal. However, it is also possible for a
designer using the computer, as it is for a card model maker, to become involved in their creation
to the extent that they may forget that its purpose is to illustrate something that is to serve a
different purpose. The computer model is not an end in itself, rather it is a means to test and
communicate visual and spatial ideas ultimately designed for a different medium. These positions
should be constantly in the mind of the designer. While this book focuses on creating digital
models it is not our intention to suggest their use to the exclusion of more traditional approaches
and, in planning a project, an initial assessment of the value of the computer and traditional
methods of working should be made.
So the theatre designer needs to consider the experience of working with the digital tools versus
the pressure to complete the project. Most modelling programs, even the simplest, take some
time to learn and certainly require practice to use with any sophistication and ease. Inexperiencemay not only restrict and frustrate creative development but at worst it may create errors that are
not easy to recover from. The designer is in dialogue with the computer but if the conversation is
stilted it is unlikely that poetry will be made. Therefore the first few projects undertaken using
computer modelling should be free of unnecessary pressure perhaps there is an extended
development period, or you are working with a text or director with whom you feel comfortable.
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Ideally, a computer model can be made alongside a traditional one, each informing the other, and
the card model can act as a safety net for the digital sibling. It is worth considering the
collaborative context of the work. Working with a director who is unused to reviewing computer
models may lead to miscommunication or false expectations. Likewise a lighting designer may beoffended when they see the initial set design that includes lighting states, little realizing that this
approach is almost inevitable in the digital model. What is important is that the production team
understand the opportunities and limitations of the medium and do not have overly positive or
negative preconceptions.
Certain designs lend themselves far more to digital approaches than do others. Projects that are
likely to utilize modern materials and forms, for example geometric shapes, projection and kinetics,
are more sensibly approached in the digital model, where the modelling and rendering process are
likely to produce a more convincing result than traditional techniques. Designs that are likely to
draw on chaotic and run-down or organic forms may be better served using card, fimo, balsa and
fabric. Although, as a coda to this, look at the work of Roma Patel, currently on the Web site http:/
/www.digitalsetdesign.com/ (particularly the production of Amedee), which illustrates a very
textured feel to the world she has created. Certainly, unless the project is very large, requiring
many repeated elements, it is likely that ground plans will be produced as quickly and accurately
by hand as by a program. Ultimately, there is likely to be some cross-over between methods and a
design studio needs to be established that allows for portability between physical and digital
domains.
There is no doubt that computer images can be beguiling and engaging. They allow for animated
walk-through of the environment, display of lighting effects and even smoke, and a high-quality
final image. They indicate high-tech sophistication and high-level production values. The look and
the nature of this work can send certain messages to the producer or client and, in the more
commercial sector, this might be an important signifier, winning confidence and contracts if used
well. For these purposes high-quality rendering and a good use of presentation software is
necessary.
When you decide to use digital tools on a project the following management strategies and
problems need to be considered.