VIDEO
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DESCRIPTION
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This project was created for my senior year thesis development class at Ringling College of Art + Design. I took it upon myself to continue pushing the direction in 2024, just to see what other fun I could have with it. The idea behind this project was a revival of one of the first design assignments given to me during my time in the program. You'll get to see it below!
STILLS
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Finding Transition
03—1
With the new direction I was trying, I wanted to find a more appealing color mix. Here I pushed the reds towards pink, and allowed the green to hue towards yellow so I could create a transition between the compliments. While I think this frame is very pretty, it's not quite in line with the original concept.
Finding Transition
03—1
With the new direction I was trying, I wanted to find a more appealing color mix. Here I pushed the reds towards pink, and allowed the green to hue towards yellow so I could create a transition between the compliments. While I think this frame is very pretty, it's not quite in line with the original concept.
Making a Mark
03—2
I also played around with creating a logo for this specific shoe design, again while pretty, not quite in line with the original concept. A cool way to elevate this would be to process it's shape through a mesh to spline generator. Further iteration required!
Synaptic Discovery
03—3
With this shot, I was trying to elevate the original concept by turning these strands of light into a sort of synaptic firing. Your neurons fire so fast, and I figured that lent to an energetic and dynamic design.
Film Grain Fanatic
03—4
When I originally started making styleframes for this project, I had gotten quite excited about using film grain in my work. I wanted to push out some nostalgic designs straight away, and experiment with how to light these sneakers.
Way Back
03—6
This original version was an exercise in type hierarchy. I'm not so sure it was successful, hahaha! I remember getting more excited with rendering this soccer ball (foot ball) and compositing it, than anything about typography. I had created this before I thought of myself as someone who could design, so my interests at this point (2019) were purely technological.
Way Back
03—6
This original version was an exercise in type hierarchy. I'm not so sure it was successful, hahaha! I remember getting more excited with rendering this soccer ball (foot ball) and compositing it, than anything about typography. I had created this before I thought of myself as someone who could design, so my interests at this point (2019) were purely technological.
Embracing Shape
03—7
One of my favorite shots in the animation is of this shoe forming and then getting surrounded by light, before breaking out. Conceptually, I'm not sure if it's greeeeaaat, BUT, visually I was super excited about it's contrast. It'd be a little while longer before that was something I consciously thought about.
Embracing Shape
03—7
One of my favorite shots in the animation is of this shoe forming and then getting surrounded by light, before breaking out. Conceptually, I'm not sure if it's greeeeaaat, BUT, visually I was super excited about it's contrast. It'd be a little while longer before that was something I consciously thought about.
Lockup
03—8
The hero shot holds up in my opinion. It fully embraces what I wanted to do with the entire film, but doesn't quite align with the actual concept. I had tried to integrate the beams of light, but I wasn't able to land on a design solution at the time that worked.
PROCESS
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At the time I strongly desired learning detailed simulation workflows with X-Particles. They had added new features that allowed one to manipulate splines dynamically, so I thought it was perfect to utilize with the concept of strands of light.
The process of creating most of the shots was actually fairly simple once broken down. I'd take an input mesh and use the Mesh to Spline tool bundled in Insydium Meshtools.
I'd then bake the result out, and run a simulation through it. Mostly, I'd do high volume smoke simulations as it created interesting shapes and turbulence.
For some shots, however, I'd animate the input mesh first, or do a cloth simulation, and then apply the effect on top. For the shot with the shoes push the cage apart, this was the solution I landed on to save time while trying to squeeze as much detail out as possible.
SCOPE
3 Weeks
CREDITS
Gabe Nadel / Supervised by Ed Cheetham
EXTRA
Oh man, I'd love this to be a real brand collab