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Convergence of Art and Technology in Character and Space Design with Blender

Year 2024, Issue: 7, 38 - 47, 27.09.2024
https://doi.org/10.62425/at.1478021

Abstract

Blender is a 3D modeling and animation software widely used especially in the field of character and space design. This program, which helps users realize their creative ideas thanks to the harmonious combination of art and technology, allows the creation of virtual reality models, simulation, visual effects, stage lighting, game design and many other digital works. Using the features provided by the Blender software, individuals have the ability to craft unique designs and efficiently employ character animation techniques. In this conrtext, artists can nurture their imaginative and unique concepts, merging them with technical prowess through the utilization of the Blender software. Moreover, they can organize their production methods within the framework of embracing the contemporary artistic landscape in the digital era. This article aims to emphasize that the Blender program creates a space that combines art and technology in the same environment by addressing its relationship with art. While reviewing the art created in the digital environment, the research emphasizes the positive or negative aspects and the dimension of temporal gain, especially on the plastic arts and many other industries. In this research, which is carried out as a case study, it is aimed to experience the potential and competence of the Blender program in the production process of digital drawing applications made by various undergraduate design department students in many industrial fields and artistic disciplines.

References

  • Akar, İ., (2020), What is blender? https://www.3dmadmax.com/3d_design/blender-nedir-ozellikleri-nelerdir- ve-size-uygun- mu/#:~:text=Blender%2C%203D%20geli%C5%9Ftirmenin%20hemen%20hemen,ba%C5%9Fka%20ara%C3%A7%20i le%20birlikte%20gelir,%20[Eri%C5%9Fim%20Tarihi:%2018.05.2023]
  • Baechler, O., & Greer, X., (2020). Blender 3D by example. Packt Publishing.
  • Beane, A. (2012), 3D Animation essentials, ındianapolis, John Wiley & Sons, Inc.
  • Berkli, Y. and Gultepe, G. (2016). “Sanat metafor ve dönüşüm”. Sanat Dergisi , (30) , 44-51. Retrieved from https://dergipark.org.tr/tr/pub/ataunigsfd/issue/29568/281639
  • Bousquet, M. (2005). 3ds max 7 karakter animasyonu, Alfa Yayınları, ISBN 975-297-635-2.
  • Bridges, A., and Charitos, D. (1997). On architectural design in virtual environments. Design Studies.18 (2). 143- 154.
  • https://www.sciencedirect.com/science/article/pii/S0142694X97854579
  • Coates, G. (1992), Program from ınvisible site a Virtual sho. a multimedia performance work presented by george coates performance.
  • Christiane, P. (2003), “Digital Art” Thames&HudsonWord of Art, London, Works, San Francisco.
  • D. Rolands, H. (2009), Animating with blender, ISBN 978-0-240-81079-9.
  • Farooq Saad Muhammad. (2024), The joy of Zilhajj, https://www.youtube.com/watch?v=BXgBOZ6mVps&t=81s
  • Franck, O, A. (2002), Düşünce İçin mimarlık: Sanallığın gerçekliği, mimarlık ve sanallık, çağdaş mimarlık sorunları dizisi. Boyut Yayın Grubu.
  • Ghani, D. A., Luqman Zulhilmi, B. A., Supian, M. N. B. (2019), The research of 3d modeling between visual & creativity. International Journal of Innovative Technology and Exploring Engineering, 8(11).
  • John, M. B, (2020), The complete guide to blender graphics: Computer modeling & animation. CRC Press.
  • John, E. (2005), Understanding 3D animation using maya, Los Angeles, Springer.
  • Jonathan, L. (2015), The beginner’s guide to blender.
  • King, R. (2019), 3D animation for the raw beginner Using autodesk Maya, Florida, CRC Press.
  • Klčo Roman (2023), Last of us diorama in blender- 3D modeling process | Polygon Runway, https://www.youtube.com/watch?v=uIFciKpKAeQ
  • Lang, J., (1987), “Creating architectural theory, the role behavioral sciences in enviromental design” Van Nostrand Reinhold, New York, pp 86- 110.
  • Laybourne, K. (1998), The animation book, Three Rivers Press.
  • Maestri, G. (2006), Digital character animation 3, y.y., New Riders, ISBN: 9780321376008.
  • Michelangelo, M. (2014), Blender for animation & film-based production. AK Peters/CRC Press.
  • Mitchell, W. J., (1995), “City of bits: space, place, and the infobahn”, The MIT Press, Cambridge.
  • Newcombe, N. S. ve Huttenlocher, J. (2000), “Making space: the development of spatial representation and reasoning”, The MIT Press, Cambridge.
  • Öztürk, A. (2022). Sanatsal yaratıcılıkta aklın işlevsel ve iletişimselliği. Journal of Social and Humanities Sciences Research, 9(88), 1937-1942.
  • Siller, H. R., Gorecky, D., Romero, D. and Ordaz, N., (2015), Serious games and virtual simulator for automotive manufacturing education & training, Procedia Computer Science, 75.
  • Yıldız, P. (2015), Mimari mekân. Hacettepe Üniversitesi Yayınları.
  • Wang N. (2015), Analysis on the innovation to sculpting with the aid of 3D digital technology. International Conference on Arts, Design and Contemporary Education.
  • Webster, C. (2005), Animation: The mechanics of motion, y.y. Focal Press.
  • Wycherler, R.E. (1991). Antik Çağda Kentler Nasıl Kuruldu? Arkeoloji ve Sanat Yayınları.

Karakter ve Mekân Tasarımı Bağlamında Blender Programının Sanatla İlişkisi

Year 2024, Issue: 7, 38 - 47, 27.09.2024
https://doi.org/10.62425/at.1478021

Abstract

Blender programı, özellikle karakter ve mekân tasarımı alanında yaygın kullanılan 3D modelleme ve animasyon yazılımıdır. Sanat ve teknolojinin uyumlu birlikteliği sayesinde kullanıcıların yaratıcı fikirlerini hayata geçirmelerine yardımcı olan bu program, sanal gerçeklik modelleri, simülasyon, görsel efektler, sahne aydınlatması, oyun tasarımı ve daha birçok dijital çalışmanın oluşturulmasına olanak tanımaktadır. Kullanıcılar, Blender programının, sunduğu araçlarla özgün tasarımlar yapabilmekte ve karakter animasyonu konusunda da oldukça etkili kullanımlar gerçekleştirebilmektedirler. Bu eksende sanatçılar, Blender programı kullanarak yaratıcı ve özgün fikirlerini teknik becerilerle birleştirerek geliştirebilir, günümüz dijital çağının sanat anlayışını yakalama bağlamında üretim pratiğini yapılandırabilirler. Bu makale, Blender programının sanatla ilişkisini ele alarak sanatı ve teknolojiyi aynı ortamda birleştiren bir alan yarattığını vurgulamayı hedeflemektedir. Araştırma, dijital ortamda yaratılan sanatı gözden geçirirken, özellikle plastik sanatlar ve daha pek çok endüstri üzerindeki olumlu ya da olumsuz yönlerine ve zamansal kazanım boyutuna vurgu yapmaktadır. Bir vaka çalışması olarak yürütülen bu araştırmada, lisans düzeyindeki çeşitli tasarım bölümü öğrencilerine yaptırılan dijital çizim uygulamalarının, farklı birçok endüstriyel alanda ve sanatsal disiplinlerin üretim sürecinde, Blender programının potansiyeli ve yeterliliğinin deneyimlenmesi hedeflenmektedir.

References

  • Akar, İ., (2020), What is blender? https://www.3dmadmax.com/3d_design/blender-nedir-ozellikleri-nelerdir- ve-size-uygun- mu/#:~:text=Blender%2C%203D%20geli%C5%9Ftirmenin%20hemen%20hemen,ba%C5%9Fka%20ara%C3%A7%20i le%20birlikte%20gelir,%20[Eri%C5%9Fim%20Tarihi:%2018.05.2023]
  • Baechler, O., & Greer, X., (2020). Blender 3D by example. Packt Publishing.
  • Beane, A. (2012), 3D Animation essentials, ındianapolis, John Wiley & Sons, Inc.
  • Berkli, Y. and Gultepe, G. (2016). “Sanat metafor ve dönüşüm”. Sanat Dergisi , (30) , 44-51. Retrieved from https://dergipark.org.tr/tr/pub/ataunigsfd/issue/29568/281639
  • Bousquet, M. (2005). 3ds max 7 karakter animasyonu, Alfa Yayınları, ISBN 975-297-635-2.
  • Bridges, A., and Charitos, D. (1997). On architectural design in virtual environments. Design Studies.18 (2). 143- 154.
  • https://www.sciencedirect.com/science/article/pii/S0142694X97854579
  • Coates, G. (1992), Program from ınvisible site a Virtual sho. a multimedia performance work presented by george coates performance.
  • Christiane, P. (2003), “Digital Art” Thames&HudsonWord of Art, London, Works, San Francisco.
  • D. Rolands, H. (2009), Animating with blender, ISBN 978-0-240-81079-9.
  • Farooq Saad Muhammad. (2024), The joy of Zilhajj, https://www.youtube.com/watch?v=BXgBOZ6mVps&t=81s
  • Franck, O, A. (2002), Düşünce İçin mimarlık: Sanallığın gerçekliği, mimarlık ve sanallık, çağdaş mimarlık sorunları dizisi. Boyut Yayın Grubu.
  • Ghani, D. A., Luqman Zulhilmi, B. A., Supian, M. N. B. (2019), The research of 3d modeling between visual & creativity. International Journal of Innovative Technology and Exploring Engineering, 8(11).
  • John, M. B, (2020), The complete guide to blender graphics: Computer modeling & animation. CRC Press.
  • John, E. (2005), Understanding 3D animation using maya, Los Angeles, Springer.
  • Jonathan, L. (2015), The beginner’s guide to blender.
  • King, R. (2019), 3D animation for the raw beginner Using autodesk Maya, Florida, CRC Press.
  • Klčo Roman (2023), Last of us diorama in blender- 3D modeling process | Polygon Runway, https://www.youtube.com/watch?v=uIFciKpKAeQ
  • Lang, J., (1987), “Creating architectural theory, the role behavioral sciences in enviromental design” Van Nostrand Reinhold, New York, pp 86- 110.
  • Laybourne, K. (1998), The animation book, Three Rivers Press.
  • Maestri, G. (2006), Digital character animation 3, y.y., New Riders, ISBN: 9780321376008.
  • Michelangelo, M. (2014), Blender for animation & film-based production. AK Peters/CRC Press.
  • Mitchell, W. J., (1995), “City of bits: space, place, and the infobahn”, The MIT Press, Cambridge.
  • Newcombe, N. S. ve Huttenlocher, J. (2000), “Making space: the development of spatial representation and reasoning”, The MIT Press, Cambridge.
  • Öztürk, A. (2022). Sanatsal yaratıcılıkta aklın işlevsel ve iletişimselliği. Journal of Social and Humanities Sciences Research, 9(88), 1937-1942.
  • Siller, H. R., Gorecky, D., Romero, D. and Ordaz, N., (2015), Serious games and virtual simulator for automotive manufacturing education & training, Procedia Computer Science, 75.
  • Yıldız, P. (2015), Mimari mekân. Hacettepe Üniversitesi Yayınları.
  • Wang N. (2015), Analysis on the innovation to sculpting with the aid of 3D digital technology. International Conference on Arts, Design and Contemporary Education.
  • Webster, C. (2005), Animation: The mechanics of motion, y.y. Focal Press.
  • Wycherler, R.E. (1991). Antik Çağda Kentler Nasıl Kuruldu? Arkeoloji ve Sanat Yayınları.
There are 30 citations in total.

Details

Primary Language English
Subjects Fine Arts
Journal Section REVİEW ARTICLES
Authors

Caner Şengünalp 0000-0002-7167-9167

Savaş Sarıhan 0000-0003-4346-0077

Publication Date September 27, 2024
Submission Date May 3, 2024
Acceptance Date August 6, 2024
Published in Issue Year 2024 Issue: 7

Cite

APA Şengünalp, C., & Sarıhan, S. (2024). Convergence of Art and Technology in Character and Space Design with Blender. Art Time(7), 38-47. https://doi.org/10.62425/at.1478021