Sunday, October 11, 2009

EXPERIMENT 2 - STATEMENT ON 'REALISM'

“Realism” in the visual arts is a style that depicts the actuality of what the eyes can see. The term is used in different senses in art history; it may mean the same as illusionism, the representation of subjects with visual mimesis or verisimilitude, or may mean an emphasis on the actuality of subjects, depicting them without idealization, and not omitting their sordid aspects. Works may be realist in either of these senses, or both. Use of the two senses can be confusing, but depending on context the second sense is perhaps more common.

I AM FOCUSING IN MY FINAL VIDEO FOR EXP2
MAINLY ON "REALISM" AND HOW TO MAKE THE SPACES CREATED WITHIN THE TOWNHALL STATION AS MUCH REALISTIC TO THE VIEWERS AS POSSIBLE AND THAT WOULD BE THROUGH MAXIMIZING THE USE OF ALL TEXTURES AND MATERIALS THAT I HAVE COME ACROSS FROM THE REAL TRAIN STATION, AS I HAVE FOCUSED A LOT ON DETAILING AND MATERIALITY IN MY 3D MODEL.

MANY FACTORS AND ELEMENTS AFFECT THE “REALISM” OF A SPACE, AND AS A “SPACE” IS DEFINED AND CHARACTARISED BY FIRST OF ALL LIGHT EITHER EMITTED FROM A NATURAL OR ARTIFICIAL SOURCE, WHICH THEN GIVES US THE ABILITY TO TRANSELATE THE QUALITY OF A GIVEN SPACE AND BREAK IT DOWN INTO ELEMENTS SUCH AS ACCURACY OF MESURMENTS AND AS In mathematics; space is an unbounded continuum (unbroken set of points) in which exactly three numerical coordinates are necessary to uniquely define the location of any particular point. It is sometimes called 3-space because it contains three distance dimensions, SECONDLY IS MATRIALITY AND DEPTH OF TEXTURES WICH MIGHT BE (SOFT-HARD-POROUS-MATTE-GLOSSY…ETC),

ALSO “REALISM” IN OUR COURSE AND WORK FIELD IN THE FUTURE WOULD PLAY AN IMPORTANT ROLE AS TO HOW ANIMATIONS, IMAGES OR RENDERES THAT ARE PRODUCED TO BE SET WITH A HIGH QUALITY STANDARD AND TO MAKE THEM AS MUCH BELIVEABLE, APPEALING AND REAL TO THE EYE AS MUCH AS POSSIBLE.

AS IT WAS MENTIONED IN THE LECTURE ABOUT “REALISM” IN THE GAME INDUSTRY AND HOW GAMES THESE DAYS ARE GETTING CLOSE TO REALITY AS POSSIBLE AND AS GAME COMPANIES USE THE ADVANTAGE OF THE TECHNOLOGY TO PROMOTE AND TRAIN THE MILITARY FORCES AS AN EXAMPLE ON means of military schemes and strategies which Russell talked about in the lecture “PURE WAR”.


REFERENCES:
http://en.wikipedia.org/wiki/Realism_(visual_arts)
http://whatis.techtarget.com/definition/0,,sid9_gci962691,00.html

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