Dread Production Images
The five characters were sculpted in clay or resin. Rubber molds were created from the clay models for 3D scanning and for producing bronze sculptures.
Plaster positives were pulled from the rubber molds for digital 3D scanning. The surfaces of the figures would eventually be 3D computer animated. This scanning process allowed the rigid physical forms to be digitized in great detail.
After capturing 20 to 30 surface scans from each model, 3D mesh editing software was used to reassemble the pieces. A continuous mesh was created for each character.
The raw scans contain three million 3D surface measurements (triangles). In addition to using several advanced computers for processing, it was necessary to reduce the number of triangles to 400,000 per character so that the surface deformations in the animation could be processed.
The rubber molds were also used to make wax positives for casting bronze sculptures for the installation. This physical casting process produces a copy of the original form which naturally has an infinite amount of detail. While both processes generate shells, casting in bronze seemed to produce a static form with mass. The 3D scans only had a sense of mass after they were animated and carefully composited with the photographic landscape.
The backgrounds were animated by cycling between 5 and 10 photographs. The photographs were shot within a period of 10 seconds. By experimenting with different looping patterns, I was able to create the effect of the leaves moving independently.
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