This is a digital costume.
Try to put it on.
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The test costume is following my head. Is this wearing?
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I can only see the shadow of myself wearing the costume.
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Added a material with two-sided turned on so I could see it from the inside.
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Playing with scale/position. Putting it below the camera is useless because I can't look down. It needs to be mounted over the eyes in some way.
- Added test costume in scene with collision.
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Added test costume to hands with collision.
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Added test costume to face with collision.
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I perceive myself in the shadow. I feel like pacman. Is this costume?
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I don’t feel the collision on my head, but I feel it in my hands.
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Hid default hand models because they are intersecting with the test costume.
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Added test costume to third person avatar with idle animation.
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I now have a friend who looks like me. :) I don't feel as alone or strange anymore.
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I delete the floor. I CAN SEE MY ARMS WITH DIGITAL HANDS!!!!!
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Time to add gloves. I parent default cones as static mesh to my hands.
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I AM WEARING CONES! It feels tingly. Going to make a few adjustments. Scale, rotation, and placement.
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It works with and without controllers. The feeling is more like wearing without, but the tracking is stronger with.
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More scale/placement adjustments to make it feel like it's on my hand, instead of covering/replacing my hand.
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Can I wear a costume on my head like a mask?
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Created a simple geometric shape (test costume) in Blender to test this.
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Added subdivisions so it can move like fabric.
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Imported to Unreal: made a chaos cloth component with the test costume as the static mesh.
PHASE 1: STUDIO PRACTICE
This digital costume is an insubordinate costume.
I created it through a digitally amplified reflective practice.
I am experimenting at the intersection of
costume design and new media
to investigate how digital costume can instigate new performance formats
and serve as a tool for costume thinking.
Driven by three inquiries,
this costume emerged from playing with the digital tools
and developed in response to embodied reactions
(as opposed too pre-determined visual ideas).
- Can we play with rhythm? If the costume moves to a certain tempo, do we move too?
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Make little bracelets that pulse? Maybe they are also furry/tentacley. Particle systems in Blender?
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Starting with a cone because that's what I played with in Unreal. Positioning the pointy end towards the user since that's what they see.
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Added hair particle system for movement. Playing with options.
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Deleted front face of cone to focus particles in the back. Worried about making too many polys.
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Applied subdivision to cone in case I wanted to apply cloth dynamics in Unreal.
- I want to get a render to help explain digital costume. Can I bring this into CLO as a garment?
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It imported into CLO without the cone bases. I don’t know why :) But I fixed it.
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But now it's exploding.
- Let's give it some texture [in Substance Painter].
- Added a "UV Random Texture Generator." It is glorious.
- Simulate! It falls and looks like real fabric. Like I could totally make this in real life. I want it to be something that COULDN'T be made in real life.
- Playing with the wind to check movement. Watching all the tubies wilt is sad. :( they begin to look like flowers.
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How can I make this a costume that is "wearable" in Sketchfab?
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Make avatar a ghost so we know how to wear it!
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Accidentally imported the avatar eyes/eyelashes/teeth into Sketchfab. Making everything slightly transparent so they go away.
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The eyelashes are a really interesting indicator of where to look that I hadn't considered before… leaving them in.
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Adjusted opacity to fix colors (too dark, because my normals flipped when importing to CLO).
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Adjusting animation to slow, it makes the tubes feel like they are breathing.
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Published!







