Prototype 3

Prototype 3

For my final prototype I have focused my practise upon producing a meaningful and powerful piece to test people’s reaction to this kind of emotive content and the context. The content planned to express one simple form of consumption in a alternative form, designed to attract attention. Consumption refers to more than just the activity of eating food, it can refer to many parts of life relating to interaction with material goods and the passing of possession. Every action has a reaction and this is particular significant in terms of consumption where the reaction is waste. Waste refers to the discarded products, which are produced as a result of an interaction or use.

My main focus here was on the first common instance of consumption as discussed above this is food. Food in a generation where a vast majority of it we consume comes in packages, boxes and containers to protect and preserve the item itself. This is something as a society we have come to become immersed and trapped within, the idea that food must be delivered in some protective from before we consumer it. However as a result of this there is even more discarded rubbish being produced from the packaging that is used to do so.

Fast food occurred to me as one instance where a huge amount of waste occurs from such small and insignificant process of consumption. From one meal several pieces of waste are produced and used for a very minimal amount of time to transport the products. This particular links to big brands advertising strategies being able to place move and more advertising within our perceptual environments.

The context of this piece individually relates to the idea of consumption and bio degrading that is the final stages of the cradle to grave process. Many products used to package food is made of layered plastics combinations as they are quick and efficient to produce. Plastics because of the molecular structure take far longer than other materials to break down meaning they do not biodegrade. The purpose of this piece is to illustrate the idea that living natural matter will attempt to consume and take back the distributed waste from humans. This will be done with some consumer objects that appear in peoples everyday lives and morphing their visual appearance into a natural environment where nature has continued to develop and grow around them.

Some inspiration for this piece came from a documentary Aftermath: Population Zero. The documentary discusses a dystopia future when humans have been wiped out from the world and where it portrays potential outcomes and downward spiral of the landscape. The program mainly discusses how the environment retakes over time the landscape created by humans returning to a more natural world. However, remains of human existence will still remain across the landscape for hundreds of years.

This prototype ties into some of the work we have been doing in the projection mapping workshops. Kavi introduced us to some different projection mapping software that she uses in her practise. We discussed in relation to my project the best possible tools for mapping and techniques I could use. These I have taken into consideration when producing this prototype.



One feature of a natural landscape that grows initially is grass. This is because sediment soils will produce weeds and these will form into a layer of grass. In C4D it is possible to create grass using the hair emitter as it allows the designer to produce large numbers of individuals strands unique from each other. To learn more about this I followed several tutorials online trying to understand how best to produce different types of grass, suitable for the proposed design idea.

Grass Test











Ivy Grower

Ivy Grower is a plugin for C4d that allows a form of ivy to be grown from a source point designated by the designer. Plugins are very important within C4D as these provide easier ways to produce complex sets of structures that would take huge amounts of time to model on there own. Plugins don’t always do exactly what you want them to do and require some degree of reworking.




 Day one

The first day I attempted to setup up the scene and map out the objects within virtual space. First I needed to know weather the texture of the objects were going to cause problems with the projected light being clear, as the surface was shiny. My initially tested was to see if this was going to cause a problem by painting one object white and comparing the two. From the image bellow you can see the white painted cup is clearly a lot clearer however the box isn’t as bad a I expected. For the purposes of this mapping I will paint all the objects white.



The first test upon the objects in this mapping was to map the objects in 3d space. Using MadMapper I positioned the objects within 3d space so that I could have a precise image of the location in relation to the projector meaning the angle could be determined. From the workshops I knew that the curved surface of the cup was going to be a problematic surface for me to map onto as it would cause stretching of the imagery.

Mad Mapper Faces

Mad Mapper Output

Initial Setup

Using Cinema 4d I attempted to create my environment within 3d space using measurements. This works to a certain point however the position of the camera/projector is key to the angles that need to be created. A technique called Camera compositing is used to create alignment angles, lens angle and distance from the object itself as positioned in relation to the model. After some manipulation and use of this technique I managed to produce a structure which fitted to that of the actual objects.

c4d Shape map Colours Front












Here are my resulting images and photos from the first day (5 hours) of testing. In reflection upon my first attempt of mapping complex range of shapes with very complex content, I’m please with the results. There are lots of positives that can be taken from this prototype including lots of lessons learnt. The main lesson learn from this is that mapping never works as expected and a range of improvisation needs to be taken into account.

I think the content worked exactly as expected and looks fantastic to the eye however there are a few mistakes that I can see which will need to be fix and possibly re-tested. In regards to the content I believe making it very shocking will grab audience’s attention even more as currently its quite fluffy and nice, not shocking and disgusting.

Day Two

The second day I returned to the prototype to improve and add more to create a more convincing illusion. After day one I felt there could be a lot more done to improve the visual appearance of the piece and add more convincing elements to for the audience to digest. My main aim outset at the start of producing this prototype was to test if people responded to this kind of projection and the kinds of reaction it caused in relation to content, object, context and meaning. To do this I think I needed to be quite shocking and abstract creating something people don’t expect, to surprise people. I think I moved towards this from yesterday by adding fag butts but I believe it could go a lot further to shocking and disgusting audiences. This is something that in the future I need to consider when trying to put the boundaries between grabbing attention and driving home a message.

I got the opinions of several friends (4) who came and see the piece when it was running. All of them were shocked by the product itself and how this kind of realistic imagery was able to be produced. However they all said it could have been a lot more disgusting to challenging what they thought of the decaying products

The final product was very pleasing and showed me a lot about the relationship of shocking people with art. I found that lots of people initially were surprised and interested but quickly started to deconstruct the scenery around meaning the message wasn’t shocking enough to them. I think moving forward I need to push the boundary’s a lot more when tackling this kind of content designed to drive home a message.


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