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Computer visualization for theatre: 3D modelling for designersTheatre designers using 3D software for computer visualisation in the theatre will find this book both a guide to the creative design process as well as an introduction to the use of computers in live performance. Covering the main software packages in use: Strata Studio Base, 3D Studio Max and 3D Studio Viz, the book provides techniques for 3D modelling alongside creative ideas and concepts for working in 3D space. Projects are provided to sharpen your awareness and digital skills as well as suggested further reading to broaden the scope of your theatrical and design knowledge. This book is both a useful day to day reference as well as an inspirational starting point for implementing your own ideas. The authors are experienced trainers in the field and understand the pitfalls to be avoided as well as the possibilities to be explored using computer visualisation for designing theatre space. They provide insightful hands on descriptions of techniques used in the development of performance projects set in the wider context of design considerations. The book is highly informative about the technology of computer visualisation providing examples of working practice applicable to all software.
Crafting the 3D objectThe presence of this kind of equipment, facility and knowledge in the Art School environment presents opportunities for areas of practice and discipline traditions that may not have come across them in the ordinary course of things. It also provides a centre of interest in considering the impact of new/emergent technologies on practices, traditions, and the role of the designer, craftsperson and artist. This paper takes a broad view of some of the issues involved in this, and has three main topics: - An account of how the specialist 3-D design and 3-D printing facilities are being opened up to other discipline areas through a staff development project. This includes staff from Fine Art disciplines, Applied Arts (jewellery), and Graphic Design and Illustration. This will be illustrated by examples of 3-D printed objects produced during a staff development activity to promote the facility and widen access to the broader curriculum. A reflection on the ways in which the further development and deployment of 3-D printing technologies (sintering and multi-material systems) may reframe the inter-relationships of consumer-object-designer, and may introduce the notion of bespoke manufacture. This re-defines what a designer does and their role in the development of a consumer object, and also re-defines the role of the consumer from a relatively passive purchaser selecting from a range of predefined objects, to a relatively active customer contributing to the particularities of the object as instance rather than as mass production. This is illustrated by a case study in which 'consumers' were invited to design/define an object, and 3-D printed objects of their outcomes.