Method of Iterating 02
another 7 iterations
Following the feedback from the previous class, I decided to go further with the idea of ‘the blurry border between 2d and 3d’. However, since I couldn’t find what I have to do at first with this idea, I decided to find the way while doing iterations with a similar process.
Since I decided to move on with the idea of the border between 2d and 3d, I focused on the rendering settings which makes the 3D object looks like a 2D object.
The first two iterations below are based on the ‘Sketch and Toon’ Render setting and the last iteration is based on the basic rendering setting on C4D.
1) Sketch and Toon Render / Wavy lines(Noise effect) with thickness 5


2) Sketch and Toon Render / Wavy lines(Noise effect) with thickness 500


3) Basic Render / Material Setting with ‘Luminance’ only


To make a 3d object into 2d without using the ‘Sketch and Toon’ rendering setting, the only one I needed was to set material just with the ‘luminance’ function. This was an interesting point on the third iteration because generally, people use all of ‘color’, ‘Reflectance’, ‘Bump’, ‘Normal’, and ‘Displacement’ to make the object more realistic. However, in contrast, only the ‘Luminance’ which meaning is the same as ‘light’ and is used for making lighting bulbs is needed to make 2d images.

4) Several other experiments with the same functions and different detailed settings


5) Making object into 2D as an idea of ‘Planar Figure’
Planar Figure is the one that is printed in 2d, but also it could be converted into 3d whenever we want. Then, should we look at the planar figure in two dimensions(2D) or three dimensions(3D)? This idea came out while I was working on the object with the perspective with ‘Mesh lines’. Following this question, I tried to open the object in C4D.


To open the object in C4D, I used the function called ‘UV mapping’. UV mapping is a very popular method to make detailed textures. Usually, the 3d program users export this UV to PSD files and make textures. This process is considered to be an essential stage to make textures and materials. I thought unwrapping UV is the same as making the planar figure.






An interesting point while unwrapping the UV was that the objects that I made with the ‘Deformer’ couldn’t be exported as ‘clean’ UVs(It’s because I didn’t care about whether the object is optimized or not on my first iteration process). Since the UV is the function to make textures, generally it is considered as a ‘good UV’ when there are identified parts on unwrapped UV. This UV outcome leads me to the idea that ‘What if I remade this into real 3D again?’

I printed some of the unwrapped UV images on A3-sized paper. Then I tried to rebuild them into a real-3d object. Realistically, it was impossible to remake it because I didn’t have any idea of gathering tiny lines(which is the plane of the object but printed as lines since it’s so tiny).
Reference : ‘Exercise in Style’
The first draft transformed into a variety of 99 writing forms in Exercise in Style(Queneau, 1998), these experiments also presented the images in various ways based on a critical perspective on the main idea. As Exercise in style(1998) is presenting how the forms provide various understandings on the writing, the whole iterations and its process also raised other several questions. How can the ‘form’ this process creates be used to communicate? How they can be used as a communication method? What meanings and style does it suggest?
Feedback :
Think about how can I ‘communicate’ with this process.
As Exercise in Style, think about what is the meaning and function of the ‘form’. Consider how can the form brings change and meaning to the content.
These shifted images might be communicated as sign. It seems like a kind of sign.
With the animation, it seems like there are typographic aspects.