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Integrated Media Studio - UT Austin

JAN 2020 - APR 2020

Advisor: Sven Ortel

Student Artists: Jesse Easton, Logan Smith, Michael Bruner, Logan Smith, John Erickson, Zoey Crow, Serena Zamarippa, Ryan Wiesner

In collaboration with the Fusebox Festival, we were given a prompt, Multiverse. This prompt would fuel the creative ideas that would activate the exterior façade of Distribution Hall east of downtown Austin, TX. We found that the space had this liminal quality to it. We were like the portal, the welcoming party into the space inside. Combining liminality and multiverse, we came up with the concept to have each artist create a world that is projected onto the hub space and have a link between the worlds through the use of portals.

I found myself interested in the copy/paste nature of work and how that is perceived. In my world, there are magazine style paper cutouts that mash together with retro computer graphics to create a mashup of a world. It is interesting seeing what can be created with multiple elements composited on top of each other to make something new and I feel that the world we live in is a more complex version of that.

Liminality Animated Logo_V3_1.gif
Drafting and Surveying

Drafting and Surveying

We used a laser distro to measure the physical space accurately in order to build a 3D model for use in Mapping Matter and Disguise. The data from the laser distro was imported into Vectorworks for accurate scaling of the model before it was cleaned up in Blender.

In Vectorworks making a Model.png


Site Mapping - Liminality.png
3D Modeling and UV's

3D Modeling and UV Maps

Inside of Blender, we could import the Vectorworks model, clean up the geometry and UV map the surface of the virtual Hub space. UV mapping is the technique of telling the geometry how to read an image and map it to the surface texture.

Blender Model UV Mapped and in Disguise_


Afte Effects

After Effects

Once I knew the layout of the UV's on the 3D model, I was able to take the imagery I had been working on and apply it to a template. This is a step outside of the 3D mapping workflow but having a piece of imagery that I could test inside of Blender, Mapping Matter and Disguise proved very useful. I came back to the imagery many times and refined it to the final look shown in the final 360 render.


I also took time in After effects to make the animated logo shown at the start of the 360 video that compliments the content and teases the feel of the work about to be shown. 

After Effects

Mapping Matter

Mapping Matter

Out of Blender with a .glb we go into Mapping Matter, a web based projection layout software that can show brightness and edge blending of projectors in real time. This software makes placing projectors easily compared to traditional drafting while also showing a relatively accurate luminance values of projectors on a 3D model.

Mapping Matter Viewport.png

Mapping Matter



We can then take that projection placement data out of Mapping matter and apply it directly into disguise. This makes it so that if we had out system set up in reality, the projection placement would snap mostly into place with what they are seeing in the 3D previsualized space.

Disguise Image.png


Before we went into digital only space, we were on our wat to utilize Pixera as out playback system. It is a robust program like disguise but different in workflow. It can utilize Notch blocks like disguise 

Pixera Model Test
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