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This is the blog of Realtime 3D: Modeling/Animation Fall 2010 class at School of the Art Institute of Chicago. The class instructor is Andrew Oleksiuk.
My creating an Avatar in Second Life stems from my investigation of nonfunctional, contradictory paradise imagery. I am interested in the individual’s search for a utopia, and the failed attempt to exist in such a location. I am interested in the utopic landscapes of Second Life that are reminiscent of computer desktop imagery, vacation and honeymoon ads, postcards, and billboards. I plan on utilizing the landscapes of Second Life to depict apocalyptic, disappointing paradise scenes, such as dried out landscapes, polluted water, etc. I am not particularly interested in the individuality of my Avatar, but rather plan on using my Avatar as a tool in depicting these images, videos, and performances.
I would like to think of my Avatar as a machine, a tool in which I create objects and images in Second Life. That being said, I would also like to create a collaborative Second Life gallery with Lauren Elder, otherwise known as Sony Pixelmaid. Lauren and I are interested in using Second Life to build objects that do not exist physically, but rather exist in Second Life. Our interest in a virtual gallery comes from our previous work with Autodesk Maya. Many of our peers create images and sculptures that can only be viewed on the computer screen; we would like to use this to our advantage, and display the work of artists who’s work is best viewed digitally rather than physically. We are also interested in the attempt to bring these digital objects into the corporeal world, by processes such as rapid prototyping; these objects have the potential to translate into physical objects, but are extensions of the digital objects. In this case, the digital object becomes the original, the physical object being a reproduction of the virtual.
Beginning in elementary school and lasting through early high school I maintained an extensive online presence, participating in forum-based RPGs, browser games, and art communities. My dedication to this "second life" deteriorated as I transitioned from the k-12 system and became more independent. Between work, more challenging classes, and real-world responsibilities, I no longer felt compelled to spend hours each day socializing online. Losing interest in the old communities I'd been a part of, I reserved my limited time for a few special friends (who it's now been months since I've talked to). These days, socializing online is a chore. I don't regret the experiences I had or the connections I made. In fact, it still hurts to think about the friends I've grown apart from. But due to this history, I find the idea of entering a new virtual world (or re-entering) almost repugnant.
I'm still not sure what I want from my experience in Second Life - except that, as a FVNM student, I believe it’s important to promote my work online. The Internet is vast, serving as a platform for one of the most exciting, diversified audiences imaginable. Despite the disgust I feel towards sites like Facebook (Whoa there, MS Word doesn’t recognize “Facebook” yet!) and Twitter, I’ve always known that I’d have to become savvy with that sort of tool in order to stay relevant. I suppose Second Life is a suitable segue into this rapidly changing virtual arena, and the work in 3D spaces that I want to pursue.
I’ve never been interested in developing an avatar character. Even when I used to role-play, characters were always separate from myself, though they often embodied pieces of my identity. I feel the same way now. It is possible that circumstances will change, so my goal is to remain open-minded about this. But for now I intend to treat my avatar abstractly in the sense that it has no definite characteristics of its own – that it is a necessity for exploring a 3D world. It will be a toy for experimenting with different forms and archetypes and the responses they elicit in other people.
There will be some consistencies between my Avatar’s forms. For one thing, I have no interest in creating an idealized or sexualized figure like the majority of avatars in Second Life. Most are built on fashion model tropes that are even less attractive when repeated in thousands of artificial, emotionless 3D figures. I want to create characters that are beautiful in less stereotypical ways.
At the moment, I’m working on an “old master artist” figure, loosely based on Leonardo da Vinci. I’ve done as much as I can with the default appearance editors, but the majority of the work will have to be done outside of Second Life and imported using sculpties. I’ve looked around a little SL shops, but I’m not comfortable using other people’s art to express myself, so I plan on making as much as possible by myself.
Having fallen "into" the sandbox. Again.
Initially, I am drawn to Second Life's aesthetic difference when placed in the context of other fine art mediums such as painting or photography. Further, in exchanging glances with my avatar I can recognize the experience of the self and the other as described by post-human theorists. These two points interest me most and it is my intention to explore SL while reading texts pertaining to post-humanism, Cyborgs, and how avatars can affect ones experience of pleasure and desire.
I primarily created my avatar intuitively, and I do expect to change the appearance of Till Hollow over time- though I have already found emotional struggle in those decisions. Hollow has intensely glowing hair. I premeditated this feature although I originally envisioned Hollow’s whole body to glow like a phenomenological light. I believe this urge was rooted in an onset interest in experimenting with screen captures and video of the character. I wanted Hollow’s appearance to embody an obstacle for image capture. The variable of light or a simulated glow seemed like a classic property in which complications might arise.
During the initial hair alteration a thin rod object became attached to Hollow’s head and I have yet to decide whether I should remove it. Hollow’s body shape was my attempt at representing an average size. I wanted to choose minimal and ordinary clothing as well as making efforts for Hollow to appear androgynous. As I continued to pare down the default outfit I realized that dressing Hollow solely in a pair of light denim jeans would be ideal.
Till Hollow’s first experience in SL was sitting on a windmill blade. As Hollow rotated on the blade the camera rotated in turn and IRL I began to feel nauseous. Hollow’s hair reacted to the rotations subtly yet the motion expressed some of the physics incorporated in SL’s coding.
I look forward to being able to pose laying down flat on the ground. I hope to use Till Hollow to explore performance theory.
Predominately, I’m approaching Second Life as a means of quickly making 3D models and testing ideas for other works; the ability to interact with and see objects from multiple angles strikes me as very useful. The ability to create environments or utilize the ones already existing to provide space for drawings or illustrations is especially appealing to me, since backgrounds and environments can be hard for me to visualize. Maybe a building approach will help.
I’m not really interested in the social interactions or virtual world versus real world dynamic as it stands; anything created within Second Life will be independent of the real world and vice versa. I don’t intend to exhibit artwork simultaneously in both. I think the reason for this is my intention to take advantage of Second Life as a forum to do the impossible, a place to create things that either practicality or just plain reality won’t allow to be manifest in the physical world. Why would I bother to be constrained by real life limitations on creating things in a virtual reality?
Izzy will be styled in this mode of thinking, striving to make something odd and ridiculous to be carried around in an online pocket. I will probably explore to see what there is to be seen, but any social interactions will be incidental and secondary to finding where the unusual and neat things are hiding out. Izzy’s look is more or less concrete until I decide to change it; any changes will probably be very slow accumulations as I go along and make things. I am a bit interested in making items for avatars (my own and possibly others) but the main focus of this will relate back to the idea of Second Life as a model to be utilized in other media.