Joon Choi

Output #14 – Final Animation

Output #13 – Conveyor Belt

This week I wanted to explore conveyor belts, and how to make them in Cinema4D. I really don’t want to spend money on a model, so I want to make my own! I wanted to watch some more Greyscalegorilla videos.

Really insightful video. I’m not sure if I’m going to make one exactly like this, but There are definitely a lot of elements that I want to use.
Continuation of the last video.
My go at a conveyor belt. Very simple layout. Decided to leave the wheels out as I don’t feel that I needed it.
I think this turned out well. Dynamics seem to work on it as well. Can’t wait to use it in my animations!

Future Dystopia – Final Prototype

Future Dystopia – Second Prototypes

Future Dystopia – Storyboard

Future Dystopia – First Prototypes

Future Dystopia – Annotated Bibliography

EuroFresh gets acquired:
Soil Erosion Causes and Effects :
California Farmers Harvest Smaller Crop Due to Drought:
Commercial Aeroponics :
Grow With Eddy, World’s First Robot Hydroponics:
Skyscraper Farms(2007) :
Vertical Farming: Does It Really Stack Up?:
Growing Up: How Vertical Farming Works:
This High-Tech Farmer Grows Kale in a Factory:
Skyscrapers of the Future Will Be Engineered to Copy Nature:
Wooden Skyscrapers could be the future for cities:

Output #12 – Working with Dynamics part 2

This week I decided to improve my last animation with better dynamics and optimization.

First I had to test why the dynamics weren’t working, so I first tried a different model. Turns out, this model is more complex than my facebook like in terms of polygons, so this wasn’t the best approach.
Hm, it appears that I was able to get my pills trapped into my bottle! Now time to test with a full particle emitter.
MUCH BETTER! Things are coming across nicely, and way better than expected.
Further materialization. I am also gonna add a bottle label for this prescription medication bottle.

Future Dystopia – Design Evolution Timeline

Future Dystopia – Mind Map

Output #11 – Working with Dynamics part 1

This was my first go at Cinema4D’s Dynamics. Its kind of a fail though, because if you look, the spheres aren’t filling up my pill bottle that I made. The spheres technically have no dynamics right now, even though I have it activated. At least the movement and looping works though.
To make the pill bottle, I used the spline modeling method I learned from the last two weeks. I think it turned out somewhat successful, but I will need to work on materials later.
To learn about Dynamics, I used Greyscalegorilla’s Dynamics tutorial to learn the basics.
I tried implementing a particle emitter system with my pill model, but it’s causing my computer to run really slowly. Perhaps there is something with the optimization that I need to fix.

Urban Intervention – Presentation

Urban Intervention Project

For our urban intervention, Rosie, Joanna, and I decided to focus on the Jay St Metrotech station.

In order to determine what we wanted to do with the space, our group decided to execute 5 different tests, each test being used to analyze a certain aspect of the space.

We tested out the amount of foot traffic, the amount of commuters with accessibility issues, the emotions of commuters,

Foot Traffic Test & Accessibility tests:
For these tests, me and Rosie stood at two of the biggest subway platform exits, by 340 Jay St, and 6 Metrotech. We then used an app we found on Apple’s App Store called Counter, to help us keep track of how many people were walking by each of the exits.

Generosity Test:
For this test, I wanted to test the generosity of the people passing through the station. To do this we originally planned to observe someone asking for a swipe. However, there wasn’t anyone asking at the time, so I decided to try it myself to see if there were any people willing help me out.

Emotion Test:
Next, Joanna decided to test out the different emotions of people that were passing by the station. She had a sheet of paper cut into strips for people to peel off the different emotions they were feeling.

Mirror Test:
Then, Rosie decided to do the Mirror test. The mirror test was a simple test that measured how many people would come up to our small mirror that was taped up in Jay St Metrotech. Rosie was curious to see how many people she could get to stop and look at something strange taped up.

Output # 9/10

This week I decided to start my new personal project I am titling Reaction Addiction. This is going to be a series of 3D animations that raise awareness on social media addiction and how it can negatively impact mental health. I am going to reformat my schedule that I originally planned for the output, to reflect the schedule I want to go with for this project.
This week’s focus was learning how to model in Cinema4D based off of 2D images. This is something I’ve never done before, but something I am definitely excited for.

I decided to research how to start modeling based off of reference images, and I came across this spline modeling tutorial.
This whole process to research how to and create these pill models took about two weeks, which is why I am putting these posts together.

I watched this video in order to see how someone builds a system using my motherboard and my CPU. This computer builder actually basically uses the same parts that I bought, which is really convenient for me!
I ran into problems installing my CPU, so I used this video to help explain something the last video flew over. I thought I broke my most expensive part.

In order to not risk any thing else going wrong, I decided to have my very experienced friend take care of the water cooled system, and building the rest of the system. It's too risky leaving my inexperienced self to build a $3600 rig.

My built PC.

Output #5 - Computer Parts

This week, I decided to research about computer parts so that I can start thinking about how my computer will be built.

I watched this video to see how a successful VFX and CG artist builds his workstation. I want a PC that will last and will scale as I progress in my journey. I learned a lot about scalability as the importance of a water cooled system.
I've set aside a large budget for this project, but still, I think it's important to look at cheaper options, and cut on costs when I can. I watched this video to see how that same artist also budgets his money for a good workstation.

How To Not Destroy the World

One thing that really stood out to me from these slides was the term "Duty of Care" which means we are responsible as designers, for not only what we put out into the world, but what it does to people and the world.
This is the primary reason why I feel like I am in a way picky about where I want to work. So far, I've realized I only really worked for brands/companies that I felt I truly agreed with. A part of me wants to get hired and just get paid to make creative content, but a big part of me won't let me just go out and get hired by anyone. If I feel like I'm going to be forced to make content about something I don't believe in or agree with, odds are it's going to be impossible for me to work on it.
I recently applied to a few media publications and was called back for a second interview, but after thinking about it, I realized I just couldn't work for Buzzfeed or NowThis, because in my opinion I just don't like the content that they put out. I find them to either be over sensationalized, or either just huge wastes of time. So for that reason, I just couldn't bring myself to even imagining working in a culture I don't agree with. I refuse to destroy the world by working for a media outlet that lives on Facebook ad's.

Metal Gear Solid Documentaries:

I really liked how the 2 documentaries covered different parts of the creative process when it came to the Metal Gear Solid series. I've played Metal Gear Solid as a kid, and although I didn't play these versions, it was really nostalgic to see earlier editions of the game being created.
I liked how in the documentary about the second MGS, they talk about how they came to create a lot of the characters and a lot of the models, and the thought process that came with each of their decisions. I found a common theme in most, if not all of the models made for MGS 2: everything made was inspired by something else already made. In the beginning they talk about the opening scene, and how they were kind of paying homage to the Titanic movie. Whether it was an inspiration for a model, or the setting of the opening scene, everything that made the game unique, was actually inspired by something else.
In the documentary about MGS 4, I realized that they were more focused on user centered design. In the Konami office, they brought in players to play test the new MGS game that they made. Upon doing so they were able to realize features that were not so clear in the game like the OctoCamo, which is something that everyone in the office would use, but not the players that had no idea what that feature was, even if were not new to the MGS series. This user centered designed allowed them to fix a lot of issues that they had not foreseen happening.

Marcel Duchamp:

Fountain - 1917
L. H. O. O. Q.

Marcel Duchamp was actually one of the first Expressionist artists I learned about in AP Art History in high school. At first I really didn't like his work, being that one of his most famous pieces is literally just a signed urinal. I did some research on Duchamp because he really pushed the boundaries of art. He wanted to make art that challenged the mind. Once I started looking into some of his other works, I was able to find a bit of humor in a lot of his work, especially the "remix" of the Mona Lisa. Even though all he really did was take a photograph of it and draw on it, theres something about the artistry behind his remake of Davinci's Mona Lisa.

Wallet Exercise:

Izaac needs a way to store his cash quickly because he does not want to hold up the line behind him when he is buying something. I designed a wallet with a money clip on the back of a card holder because Izaac said he was thinking about getting a cardholder like mine, but he also carries cash. He carries cash not inside his wallet, but in his pocket. He does this because he doesn't want to hold up the line behind him by taking the time to organize his cash into his wallet when he receives his change. The case is designed to be similar to his cardholder on the back of his phone. He uses this cardholder to hold his NYU ID to let him tap into buildings. I've designed a wallet thin enough for him to put his ID in and still be detected on the scanners.This way, he won't have to use his phone and his wallet, he can just take out the wallet to do everyday tasks.

If you look on the side, theres another slot for an additional card, or for his NYU ID.
Front view

Passion Project Output#3/4 - Displacement & Materials & COMPUTER FAILURE


During the course of this week's rendering, my computer's GPU ended up failing, and thus not able to provide a source of output to my screen. I was able to scrape together the screenshots I've taken previously, but not able to provide any more. I will be halting my passion project's schedule until I get a new computer next week.

Displacement Displacement Displacement

Output #3: Displacement

This week, instead of looking at how to implement a displacement map, I decided to learn how to make my own. They didn't really seem that complicated, so I wanted to see how one would go to make a good displacement map.
Turns out, eyedesyn also had a video on how to do this as well.

Following these steps, I've made my own!

Some very very random patterns
Brought it into After Effects to be processed into a Bump map, Normal map
Made a colorized version in Illustrator.

Saving a file in Illustrator auto-updates the imported project file in After Effects.

Output #4: Materials

To implement my displacement map, I needed to start modeling again. I also started with a sketch

Learned to use the Bridge tool in Cinema4D to bridge to gaps in my model
This is going to be the ground.

Made a weird base model too.

Then I tried to render the scene using my displacement map, and my Cinema4d crashed.
Doing some more research I found out that having overly complicated displacement maps can cause the program to crash. Turns out my displacement map was REALLY complicated to be used as a displacement map at 8000x8000 resolution. I decided to just continue to look at how to make displacement maps, and came across a program called JSPlacement.

JSPlacement is a program that is used to generate displacement maps with no copyright! This is perfect for me because I can generate a really good displacement map, AND I CAN COLORIZE IT! This is an amazing feature, because it allows me to use Octane's very powerful Node Material Editor to its fullest potential.


I colorized this map and put it onto my 3d Object.

I put the normal map into the normal channel, the displacement map into the displacement channel, and the color map I put in and colored with white and black, and I added a color correction node to add a blue tint to the colorized blocks.

I completely scrapped this design because in all honesty, it was taking too long to render. There was something with the model that wasn't optimized and was really getting in the way. So I scrapped the model, but I kept the materials I've made.

Made a relatively simple model off of a pyramid and just applied the same material onto it, but this time I change the color correction value to give me an orange tint. Also added a pyramid frame and assigned it a simple glowy emissive material.
Playing around with human models?
Now here, I was experimenting and tried to make a Mixed Material with that glowy emissive material, and my displaced material.This started to increase my render times A LOT more than I had expected.

To combat these render times, I decided to overclock my GPU in order to get more performance out of it.

After this screenshot, my computer crashed, going into a brown screen. I tried restarting, but ended up with the brown screen again. Now, the computer turns on but doesnt display anything to my monitor.

Turns out overclocking your GPU requires you to have a certain grade of a power supply which I guess my computer did not have. I'm going to order computer parts over the weekend, and make my next week's output my computer build! Since building a computer workstation is part of the 3D culture, I am excited to learn how to build one.

Exit Through the Gift Shop Response:

I found this mini documentary to be truly inspiring. This was actually one of the first videos that got me really into art and creating art. Before watching this, I knew of the name Banksy, but I never truly understood how amazing of an artist he is. I also was really inspired by Guetta's creative philosophy when it came to video making. He says he does not simply just shoot from below, watching the artist as he works. In fact, he goes up with the street artist, maybe even going to a position that is even more dangerous, in order to capture a better shot. As a photographer this is something I tend to do a lot. In my opinion, the best of angles are ones that no one expects the shot to come from.

Everything is a Remix Response:

As a creative, I found these series of videos to do a really good job of pointing out some great and phenomenal ideas, and showing how that it was merely a "remix" of something already done before. Every original idea is not necessarily completely original. As a hip hop fan, I find it really exciting when I find the sample or the original track to a really great beat. I love it when producers use soul samples or samples from other genres and spin it in their own way. Moving forward I've decided to feel better whenever I think my idea isn't "original", because now I know that everything great is just a remix of something.

Passion Project Output #1/2 - Displacement & Materials


Week #1 - Displacement

Output #1 - Displacement

This week, I decided to learn more about the displacement property in Octane Render's Materials and how I can start using displacement to generate interesting patterns on my 3D objects. I started off by watching Eyedesyn's video on Using Displacement in Octane:

Came up with this sketch (excuse the terrible drawing).
Things are coming along nicely. Here I decided to indent a thin triangle into the face of the polygon. I plan to make this thin triangle glow from the inside of the object rather than from the surface.
I found a displacement map that looks pretty cool online from

Output #2 - Materials

Now, I have to apply the displacement map as a texture to the displacement node in Octane Renderer

Found this weird issue where my edges are being elevated from the face of the polygon.
Found out that in order to fix this, I need to add a Bevel deformer to my object. Thanks to Tony Copolillo for the guide!
Issue fixed! Also adjusted the color profile of the scene to get rid of that ugly yellow tint.
Added a simple plane with a noise displacement to make it look like water. Added the Reflectant property as well.
Added a little human figure as well!
Finishing touches with Octane Scatter and Keyframe Animations!

The 10 Faces of Innovation

I feel like I am a combination of The Collaborator, and The Experimenter. I resonated with the fact that The Collaborator often leads from the middle of the pack and thinks of multidisciplinary solutions by bringing people together. I don't like to necessarily direct people to do things, but bring the team together in order to finish the project. I like looking at the bigger picture, rather than individual progress. I also see myself as The Experimenter because I really like to try different methods and ideas to achieve better results. I don't mind failure because I know I can always iterate what I am making. For me, I don't expect things to work on the first try.

Input Map

Overview of Passion Project

For my passion project I’ve decided to continue exploring CGI and VFX. This is something I’ve been doing on my free time, but something that I’ve decided needs more structure and discipline. I want to create something on a weekly basis, exploring new areas or techniques every two weeks. I want to create something weekly because there’s a CGI artist on Instagram artist that I follow (@fvckrender) who has been posting daily 3D renders for almost three and a half years straight. I wish I could do something like this in the future, but I know I can’t just start off posting daily. For one, my workflow is not nearly at the point it needs to be to be able to produce great content every day. And second, I don’t have the hardware, and being able to render out 3D scenes and elements, especially if I want to add any animations or complex materials, can take my computer 30+ hours to render. Due to these limitations, I plan to create a 6 second video weekly rendered at 1920 x 1080 pixels, along at least one high resolution image from the same scene.

WEEK 1-2: Displacement & Materials

WEEK 3-4: Subsurface Scattering & Lights

WEEK 5-6: Camera Animations

WEEK 7-8: Smoke Simulations / PyroFX

WEEK 9-10: Water Dynamics

WEEK 11-12: Character Rigging

WEEK 13-14: Character Animation

The Miseducation of the Doodle

This article really made me reflect on how things have changed for me now that I am much older. I used to love doodling all over my papers in middle school and elementary school. Back then I would just doodle whatever came to mind, with no process what so ever. It was just a natural thing I used to do. Since then I've stopped doodling, maybe because of how much doodling was looked down upon once I started my higher education. My doodles were never a serious thing I made, for the most part they were terrible. I never learned how to draw properly, or under any supervision. I feel like my doodles were a way for my to express my creativity, but it was something I've never considered as an expression, more so as something I did in class while I was bored. I wished I never stopped doodling, maybe just moving my doodles to a sketchbook would have been better than to not doodle at all.
I also really liked how this article brought up ways to even group doodle and ways it could be applicable to your group.

Personal Inventory:

Personal Inventory Responses:

Nicole Surma's PI:
I liked how she included music into her video, this is something I was going to do but couldn't decide on the music fast enough :(.

Mohammad Shatil's PI:
Loved how he used Sriracha sauce, as someone that loves Sriracha and spicy food, I definitely regret not adding it to my inventory.

Joanna Chen's PI:
I like how everything was well composited. As a photographer I enjoy seeing nice things ^__^. Joanna had a great way of displaying her text on her video. Adding that Snapchat text background really allows the text to stand out from her footage.

Entry #1

In this class I am looking to refine my already developed creative process. As somebody that is looking for a job post-grad, I realized that being able to present your process can often be better than the actual work itself. I want to develop discipline when it comes to documenting what I do, and how I do it. Some of my biggest creative inspirations are Felipe Pantone (@felipepantone) or Daniel Arsham (@danielarsham) because of their own unique creative processes. A lot of their work leaves me wondering how they were able to create such amazing installations and art pieces, and leaves me wanting to find out exactly how they did it. As a creative, I am always learning new ways to create and express myself. I hope that by developing the discipline of learning to document my work, I will grow as a creative,