JALETOVA VENERA Stereoskopska 3D Animirana Skulptura

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JALETOVA VENERA Stereoskopska 3D Animirana Skulptura UNIVERZITET UMETNOSTI U BEOGRADU Interdisciplinarne studije Digitalna umetnost Doktorski umetnički projekat: JALETOVA VENERA Stereoskopska 3D animirana skulptura autor: mr Igor Kekeljević mentor: mr Rastko Ćirić, redovni profesor Beograd, januar 2016. SAŽETAK Kratkometražni animirani film Jaletova Venera je inspirisan skulpturama Ljubodraga Jankovića ​ Jaleta, našeg poznatog slikara starije generacije (rođ. 1932) i profesora Fakulteta primenjenih umetnosti Univerziteta umetnosti u Beogradu. Od pedesetih godina prošlog veka bavi se crtežom, slikarstvom, grafikom i skulpturom. Jaletove skulpture prikazuju figure žena. Figure imaju čudesan šarm, dostojanstvenost i lepotu, u formi koja nije realistična, već redukovana na skup skladno komponovanih oblina i prostornih masa. Način stilizacije i jednostavnost formi ostvaruju utisak neočekivane monumentalnosti za dela manjih dimenzija. Na njima je vidljivo bogatstvo raznih stilskih uticaja, koji kao da obuhvataju celokupno iskustvo čovečanstva u predstavljanju ženskog tela u skulpturi, od paleolita, preko arhajske skulpture, renesanse, Pikasa, Mura, narodne umetnosti, a sve složeno u jedan autentičan autorski rukopis. U projektu Jaletova Venera, skulpture navedenog ​ ​ autora su prenesene u medij 3D animacije, sa ciljem da se potpunije razume ova oblikovna metoda animacije, ali i da se istraži odnos skulpture i 3D grafike, i uporede njihove sličnosti, razlike i uticaji. Teorijsko­istraživački rad u ovom projektu se zasniva, pre svega, na proučavanju literature i analizi primera. Osnovni teorijski okvir je uspostavljen na osnovu teorije i estetike tradicionalnog animiranog filma, gde se definišu kriterijumi za razumevanje animiranog filma, njegove posebnosti i vrednosti u odnosu na druge medije, pre svega u odnosu na srodne kinematografske forme: igrani i dokumentarni film. Preciznije određenje 3D grafike urađeno je kroz analizu istorije i prakse, na primerima opštepoznatih dela, koja su sastavni deo opšte kulture i opšte slike o 3D animaciji, ali i kroz analizu manje poznatih, ali veoma značajnih autorskih pristupa u 3D animaciji. Kroz istraživanje odnosa 3D grafike i skulpture doneseni su zaključci koji doprinose potpunijoj slici o 3D grafici i ukazuju na dragocena iskustva koja u sebi nosi medij skulpture, a koji bi mogli biti primenjeni i u domenu 3D grafike. Predmet analize u ovom tekstu je i stereoskopija, kao metod očuvanja prostornosti forme, koji doprinosi ublažavanju granice filma i stvarnosti, pojačavajući doživljaj koji publika ima gledajući film. Ključne reči: jale, janković, jaletova, venera, venus, skulptura, animacija, animirani, 3d, grafika, ​ film, digitalna, umetnost, kompjuter, kompjuterska, računar, računarska, teorija, stereoskopija, stereoskopski, blender ABSTRACT Animated short “Venus of Jale” was inspired by sculptures by Ljubodrag Janković Jale, recognized ​ Serbian fine artists, former professor of the Faculty of Applied Arts in Belgrade. Since the 50’s he is engaged in work on different art forms, including drawing, painting, engraving and sculpting. His sculptures display figures of women. These figures have miraculous appeal, dignity and beauty, in a form which isn’t realistic, but simple and reduced into a composition of harmonic shapes in space. The style and simplicity of forms creates a monumental impression, which is unexpected for such small sculptures. These sculptures have richness of various influences, which seem to wrap all human experience in sculptural representation of the female body, from Paleolithic art, Archaic art, Renaissance, Picasso, More, Slavic native art, all collected into authentic sculptural handwriting. For the purpose of the project “Venus of Jale”, the author’s sculptures are transferred into the media ​ ​ of 3D animation, with aim to copperhand this modeling method of animation and to explore the relation between sculpture and 3D graphics, their similarities, differences and influences. Theoretical work on this project is based on literature exploration and example analysis. Basic theoretical framework is formed based on the theory and aesthetics of traditional animation, by definition of animated film in general, its specifics and system of values, in comparison to other cinematic forms: live­action and documentary film. The definition of 3D graphics is done by exploring the history of practice, on popular examples, which are a part of popular culture and global image about 3D graphics, but also by exploring not so popular, but quite influential 3D animations. Through comparative analysis of 3D animation and sculptures, a conclusion is reached, which completes an image about 3D graphics and opens this media for precious experiences and knowledge from sculptures, which can be beneficial for 3D animation. This project also explores stereoscopy. Stereoscopy is a method of preserving the 3rd dimension of form, which removes the border between screen and reality, extending the impression of the film on the audience. Key words: jale, jankovic, venus, sculptures, animation, animated, 3d, graphic, film, movie, digital, ​ arts, computer, theory, stereoscopy, stereoscopic, blender SADRŽAJ 1 UVOD...............................................................................................................................................3 2 JALETOVA VENERA......................................................................................................................5 2.1 Uvod..........................................................................................................................................5 2.2 Venere Ljubodraga Jankovića Jaleta..........................................................................................7 2.3 Analiza filma..............................................................................................................................8 2.4 Produkcija filma.......................................................................................................................15 2.4.1 Istraživanje literature i reprodukcija................................................................................15 2.4.2 Koncept art.......................................................................................................................15 2.4.3 Storibord..........................................................................................................................16 2.4.4 Animatik...........................................................................................................................17 2.4.5 Intervju i fotografisanje skulptura....................................................................................18 2.4.6 Izrada figura i scenografije..............................................................................................19 2.4.7 Izrada riga kamere............................................................................................................21 2.4.8 Sklapanje scena i animacija.............................................................................................22 2.4.9 Osvetljenje, renderovanje i postprodukcija......................................................................23 2.4.10 Eksportovanje videa.......................................................................................................24 3 TEORIJA I PRAKSA TRADICIONALNE ANIMACIJE..............................................................25 3.1 Definicija.................................................................................................................................25 3.2 Stilizacija slike, zvuka i pokreta..............................................................................................30 3.3 Između kvadrata.......................................................................................................................32 3.4. Modeli animacije....................................................................................................................33 3.4.1 Model američke karikaturalne figuracije.........................................................................33 3.4.2 Model evropske eksperimentalne animacije....................................................................35 4 TEORIJA I PRAKSA 3D ANIMACIJE..........................................................................................37 4.1 Definicija.................................................................................................................................37 4.2 3D grafika u igranim filmovima..............................................................................................39 4.2.1 Predistorija - Rej Harihauzen...........................................................................................39 4.2.2 Početak digitalne produkcije - ILM.................................................................................42 4.2.3 Digitalna produkcija igranih filmova...............................................................................46 4.2.4 Kritika primene 3D grafike u igranim filmovima............................................................49 4.3 3d animirani film.....................................................................................................................52 4.3.1 Principi 2D animacije u 3D animaciji - Džon Laseter.....................................................52 4.3.2 Procvat dugometražnih 3D animiranih filmova - Jefri Kacenberg..................................55 4.3.3 Realistična figuracija u 3D animiranim filmovima.........................................................57
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