Sochi Cultural Olympics video mapping

Moscow based media studio Radugadesign recently created awesome video mapping projected on facade of theatre during Open Ceremony of Sochi Cultural Olympics.
via People of Design
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Moscow based media studio Radugadesign recently created awesome video mapping projected on facade of theatre during Open Ceremony of Sochi Cultural Olympics.
via People of Design
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Smart portfolio of Moscow based designer Mark Lee shows us his level of digital mastering and graphics.
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Talented designer works under "Mike Speero" name having a great portfolio and recently opened for internship. Hire him if you are in Sweden.
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Our active contributor Xavier Bourdil (see Designcollector 7 and Designcollector Calendar) has recently updated with new works for Lacoste and... Designcollector :)
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Young Brazilian art-director and graphic designer showcasing his selected artworks
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French digital artist and graphic designer David Delin plays around photographic collages trendy and a bit brutal.
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HelloHikimori™ recently released new contribution for the new Diesel fragrance "Diesel Brave". The theme of this "Only the Brave" campaign based on IronMan comics.




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What can’t artists do with 3D computer graphics these days? Fantasy can be brought to life in ways never before imagined, and realistic scenes as clear as a digital photograph are illustrated with stunning vitality. These 18 CG images from 15 talented artists will blow you away with their depth and attention to detail, from the tiniest little pores on the skin of an elf to the fibers on a fuzzy sweater.

The texture of the fabric. The gleam of the metal helmet. The pores, tiny hairs and imperfections of the skin. Piotr Fox Wysocki proves his mastery of 3D art with “The Last Elf”, a truly mind-blowing testament to how powerful 3D modeling programs have become. The project was certainly a labor of love, as Fox Wysocki notes that “As far as I
remember there were 1,300,000 small hair in the fabric.”

3D artist Juan Siquier has managed to stir together a complex pot of magical ingredients to make this image so believable and moody: perspective, lighting, texture, and all of the little details that make up a personal space. See it full-sized on CGSociety.org to really appreciate the artistry of this image.

Polish artist Arthur Wiechec may design everyday items like wine glasses and chess boards, but he infuses an incredible amount of life into them. Only the physical impossibility of floating wine and precariously balanced quarters of a glass betray the source of the image.

Macro photo of a bee, or work of computer art? Kuanfu Sun makes it hard to tell in this image, which is richly detailed down to floating bits of dandelion in the background.

Principal Artist at Bioware Montreal , Rodrigue Pralier has worked on 3D characters and backgrounds for games like Mass Effect 2 . This particular piece was done using Zbrush, 3Ds Max and Photoshop.
“I wanted to do a piece with an old Samurai. He just had a fight and won over another samurai. He is completely detached, he has done it so many times before. Now he just awaits for the one who will beat him, and end his nonsense life.”

If you saw one of Vietnamese conceptual 3D artist Hong Phi’s interiors in a magazine, you’d never guess that it wasn’t a photograph of a richly appointed home. But all of these images – including the incredible food spread above – were made using CG.

Renowned makeup artist Rick Baker turned to CGI to create a stunning likeness of Frankenstein’s monster. “This piece entitled “The Monster” is based on one of my favorite stills, of my all time favorite monster Boris Karloff as Frankenstein’s Monster,” he writes on CG Society.
“I used Modo ZBrush and Photoshop to create this piece. Jack Pierce had crude materials in 1931 to create this makeup but managed to create an image that the whole world knows. Besides trying to do a likeness of Karloff I hoped to show some of the emotion that he put into this character.”

Mauro Corveloni’s “Muriel” may not quite look like a real woman – there’s something sort of waxy about her – but what’s truly impressive here is both the lighting and all of those tiny, fuzzy fibers on her hat and sweater.

It’s an idyllic scene – a romantic picnic with textured table linens, a glass wine bottle, fruit and a basket full of bread with a lilypad-covered lake in the background. German graphic designer Finn Meinert Matthiesen says he used 3D-Studio Max 2009, VRay and Photoshop to create this image.

It’s tempting to assume that Max Wahyudi must have just edited an image of Heath Ledger as The Joker for this image – such is its realism. But you can see the whole fascinating modeling process laid out step-by-step at Max’s website, as each element is carefully arranged and enhanced.

Each tiny eyelash, fine little hair, bump, wrinkle and scar make this 3D CG image by Max Kor astonishingly realistic – not to mention the reflections on the figure’s chain mail. And this image isn’t even an example of the latest and greatest 3D technology – it was created in 2005, making it all the more impressive.

“This project was all about texturing something deceptively simple, the Sultan of Slime, the humble snail,” artist Ed Whetstone explains. “Then, the challenge was to composite it convincingly onto a photographic plate. The trickiest bit was replicating the very particular pattern of bumps and protrusions that snails always exhibit. This particular snail isn’t based on any specific species, but a mishmash of ones I thought looked interesting.”

Pasquale Giacobelli’s images may not have quite the crispness and shocking realism as some of his fellow 3D artists, but his art has a special something that many of them are lacking – humanity. There’s something in the eyes of his subjects that seems more fully alive than most computer-generated portraits.

Reflections can be tough to get right in any artistic work, but Cornelius Comanns has certainly crafted them convincingly in this piece, featuring an ice cube and two ladybugs.

It really takes a moment to realize you’re not looking at an actual photograph of a young woman in this 3D work of art by Alex Stratulat.
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Once we move from childhood to adulthood, playfulness seems to take a back seat to responsibility. Many of us lose that sense of wonder and fun that makes all of our daily activities seem wondrous. Two recent UK public art projects have used absurdity to inject a sense of wonder and fun back into the daily lives of people who pass by the Big Screens in Liverpool and Edinburgh.

Hand From Above was the name of the project that appeared in Liverpool. The BBC Big Screen was the setting for Chris O’Shea’s work that featured a live feed of pedestrians walking by in the square. As they went about their daily routines, a giant hand on the screen reached out to poke, prod, tickle and toss their likenesses.
Hand from Above from Chris O’Shea on Vimeo.
With a distinct Monty Python flavor, the project encouraged passers-by to slow down, have fun, and maybe even pay attention to the world around them rather than drifting through their day without a thought. After spending four days in Liverpool in 2009, the Hand From Above moved to Cardiff for another few days.

Hand From Above used a CCTV camera along with specialized software that chose “victims” based on a number of factors. Once the software identified who it wanted to pick on, it then used a complex series of motions to make the giant hand interact with the images of pedestrians on the giant screen. Just about everyone who saw the display laughed and stopped to watch, proving that even commuters on their way to work or shoppers in the middle of their tasks can spare a few moments for fun.

Another Big Screen project used a new technique to replace viewers’ heads with the heads of cartoon monsters and animals. Created by Hudson-Powell, Joel Gethin Lewis and Bren O’Callaghan, Hungry Hungry Eat Head occupied the Big Screen in Edinburgh.
Hungry Hungry Eat Head from Bren O’Callaghan on Vimeo.
As in the Hand From Above, a live camera streamed images of pedestrians from the square in front of the Big Screen, but this time the viewers were willing and knowledgeable participants. They were given cardboard markers to hold up when they were in view of the camera, and the software then took over to replace their human heads with fun cartoon visages and abstract monstrous faces.

Because there was no clear goal in the activity, participants simply focused on having fun. They adopted fun personalities to go along with their new heads, lumbering around like monsters or dancing in place. The Big Screen, then, became a sort of magic mirror, with participants interacting with their own suddenly goofy reflections.
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