Using a modelled body immediately feels very generic and very digital.
This quickly affirms the 'photogrammetric route'.
Photogrammetry should give me some more photorealistic textures.
The Mixamo animations and movements might give me some good, very concrete pose ideas!

Inverting the textures will only start to become really interesting with photogrammetric textures /impressions.
Specific example- help:

Unity set-up black skybox, light settings
use photogrammetric scans from past project as model/problem for how to get textures to look really good.

> send Jörg Pdf before.


> reversing normals to view mesh from inside but keeping the texture /both sides of mesh
> make mesh fall slowly around viewer or/vs. make the viewer go slowly upwards
> apply physics to creating distorting, twisting effect on the mesh itself?
i.e. not that I turn it but that I twist it or do I need to do anything that plays with the mesh in 3D software and export as animation..? 
> how to blur vision?
> how to set lights

Kann ich über diese Verbindung zum Uni Rechner Unity runnen? Also 'in real time arbeiten'?

Where can I do a Photogrammetry shooting?
Working in such a tone-in-tone space has the advantage that you need to edit less out i.e. there are no on wanted objects in the shot.
At the same time this gives less vantage points for the software so the equipment would have to be really great!

> use a draped box
> start with one person (if needed for better poses - do second shooting)
> Magda? (Dark hair) - The character in the poem is a 'SHE'
> Anne?(Light hair)
> nude underwear and bralett

> need even lighting
(*I know from my indoor experiments with daylight from window that I always only got the one side)
> Shoot outdoor on a grey/clouded day!


> DBL would have been perfect light and spaciousness!!!!

> Will take iPhone pictures and put into Recap Photo or software Adam used?

> set up box + laundry pot + bedlinen
> bring > pillows to support arching poses
> laptop and iphoto gallery to immediately transfer pictures
> 2 iphones
Bodies - Poses:
Posing with hands stretched out and twisted around the body.
Ying and Yang shapes: body positioned open with back arched and leaning in, hunched positions.

'twisted' positions
Streets : more industrial - no cars - Erfurt?
Twisted mouth:
Maybe apply the mouth texture to a mesh? and twist with some form of physics?
Or apply Petra Hermanova's distorting effect to an image and play /or apply as texture.

Generally; the textures are not fixed..
Due to Covid Unity learn premium is free for 3 months so I can start looking into that for help.
Possible Asset downloads:
Option to use Metashape on my laptop
Recap Photo on Kira's laptop
Meshroom through remote access to Uni computer
As to be expected I am encountering limitations from both sides.
My computer + Internet is too weak to render the depthmap of the model in Metashape - I can't install Metashape on the Uni computers because Adam has used them
Scan street with Trnio App !

Collage the body from body part photographs? Not photogrammetry but camera mapping?

maybe focus more on body details than the entire body ? so that is it more about the foldings?
Is photogrammetry really the right approach for what I want?
Isen't texture more important than vage shape?



The scans have a very strong texture/material quality, which have more of the reality and sensibility I think Malina is more drawn to as well.
They communicate the body in a sensual way that gets smoothed over by the photogrammetry which is more about capturing shape and overall impression than detail and sensuality.

They have a strange kind of intimacy.
Just the colours already communicate the body.

Maybe I can work with creating mesh's of foldings and projecting these images on to that ..

Maybe working more with photographies than with meshes ... because it's more about the materiality than a shape
There are definitely some visual similarities between the photogrammetric body scans and the face scans.
I need cleaner scans and high quality texture otherwise nothing becomes recognisable once I start twisting or morphing the mesh. These 'lower quality' scans are only recognisable as bodies in their entirety. They don't have enough detail once I zoom in.

+ The undergarments need to look like a second skin - they need to integrate into the image and cannot be edited away later, this will always look strange and could require in immense unnecessary post production. (I would need to UV unwrap the entire model.)
Street 3D scans:
First trials look inside Unity:
I am positively surprised that the scans have a realistic look, especially in texture and lighting.
The shadow and light play creates an intimacy and realism that feels more poetic.
First attempts meshing the sidewalks with each other, which creates interesting incisions.
One, is the combination of the 3D mesh sidewalks with a plane surface of the scan of skin and hair.
Two, is the sidewalk mesh combined with a 3D body mesh.

When I have my self scanned 3D body meshes and sidewalks I should try out in MESHMIXER to create more smooth and interesting transitions and create one sculpture instead of multiple meshes inside Unity.
Process comment:
Testing the more detailed texture on the mesh creates a unsettling strange effect that reminds me more of Star Wars than the natural, intimate body portrayal I am searching for.
Process comment:
Problems with 3D body models from first shoot:
New shoot
Latex undergarments second skin by Florian Mathe
Shooting indoors in empty room (*test lighting)
2 models - no tatoos
*would be nice to also have copier-scans of the models to have more material to mesh with


lack textural/material detail
body, shape mesh is quite good but I need to edit too much out
the underwear is distracting and wrong and can't be edited out as good as hoped:
> instead I should try not to hide the undergarments but make them a part of the image, like a second skin
> latex?
> Also use a model with non-dark hair and no tatoo / 'clean skin'

> use two bodies/models so that they can pose and drape themselves over each other and I immediately have connected bodies without having to edit so much out
> find models that are comfortable with being so close to each other (& clean shaved)

> would it be possible to zoom in on only one part?, like an arm or collarbone and create a scan of that or it becomes too abstract when severed from the body?
> theoretically yes; if I have a great body scan I can move close and away from it as I want
> if it's about the foldings it's more about the extreme close ups....

I do think with Metashape I can get some great results
Effects on the view:
It's about trust and alienation. About coming closer to something and then moving away from it again. How when examining something from all sides it becomes both clearer and blurry and twisted in one's mind and eyes.
It's an interaction between two people, some sort of relationship but at the same time it might just be one person.
It is delicate and intimate and alienating and confused.
The conjoined mesh of body and objects reminds me of 'spirited away' spirit that has many objects stuck in it's body..
Second shoot production
It will be better to plan 3-4 poses with 2 bodies draped exactly and make sure to get very good shots of them than to try out a lot.

Styling:

> look 1: latex
> look 2: latex + nude bottoms
> make mat with baby powder
> wet look hair and away with pins
> shaved, no tatoos, no jewellery, no nail polish
> body oil

> fabric to drape in fitting coloursheme!

> shoot indoors in empty room (Celine)

Poses:

(1) one person on the lap of the other - one turning 'out' - the other hunched over - hands very visible on each others bodies - feet arched

(1.1) variation
One person sitting with knees bent to the side leaning on another who is in their lap but hiding their face hunched in as well - more resting on one another - more loving or sleeping if top person head is also down - otherwise a type of religious moment of despair depiction

*?option to try arm over going other persons face


(2) one person on their knees leaning on person behind them who is standing and leaning down with hand stretched out

(3) face buried in hands - pose of despair - other person resting on their back leaning behind them silent solidarity/support

(4) half hugging half pushing/clawing hands into each others face - tension, fight

(5) one person hugs other while other hold both of their heads with tense hands clawing into each others backs - tension

(1) single: draped on the back with a hand squishing into the face

(2) single: draped on back with hands open to both sides

(3) single: stretched over back arched with hands stretched above head and on knees

(4) foot out and hands interlocked hand ind hand in front of face



*poses should be kept low to the ground mostly as from Magda's experience and mine in Metashape the wider the range of the thing to be photogrammetried, the harder to get even lighting. The model becomes strangely squished or doesn't take shape at all! 


*poses should be as 'open' and as 'compact' as possible to enable easier photogrammetry



BODY CLOSE UPS:

Collarbone- neck - armpit

Ear - head - neck

hand - arm on other body





Note how in Evelyn's and Enesguc's work they focused on one pose, really cleaned it and put all attention on this and got so much material out of it
Here I can see how two models are brought together:
the bottom is the pose above with the girl on the guys lap and him hunched over. The second is a a lifting posture where he holds her high with one leg over his shoulder.

As I want my twisted sculpture to go upward vertically some poses going high would be good.

I could do this by using boxes to arch down on.
Or composition between bodies
To have hands on skin and the bodies twisted into each other.

To use binds of the hands as a type of 'twisting' - also adding some tension into the bodies that connects to the meaning of the poem.


Elegant hands but with tension and bodies twisted-connected-drapepd into one another
The poses should tell a story between the two bodies.

'Struggle between embrace and fight'

'splitting'
'twitching' gasping'
'scratch on your face'
we can determine 'the knot' - go into the thing that is - 'look at yourself'


paraphrased meaning
'you're worthless'
'you're not right/somethings wrong with you'
a degrading relation
a intimate dependency filled with shame and fragility
despair
confusion
brutal ( splitting, bleeding, spiting, twitching, gasping)
'you hurt me'
'giving up'
'I don't want to realise myself anymore'
wounded
powerless
disenchanted
vulnerable - laid bare
fading - not being there
tongue twist = I don't know what to say
don't want to lie - don't want to hide - be honest with myself - laid bare
Poses should communicate within this range of emotion
It's both about the relation to the other and to the self.
I want the body meshes to blend into each other but also self into self to show the confused fluidity between the relations.

Poses with hands in own face.
Not down but with elbows going up
Not hiding but in despair

'the corner to alienation'
This is literally a mix of the hunched two person one and the arched back single girl one !
POSES
POSE details
Hardware - Software
> shoot with 2 photographers?? to have pictures faster and more simultaneously and avoid micromovements of the models which leads to bumpy surface? - but might cause problems to have 2 batches from 2 different devices?
> on iPhone - easiest to use + best results (based on experience of many users)

> + additionally TRINIO app which creates simpler models with smoother surface and simpler texture map and better texture detail?!)

> Metashape
> Recap photos on windows (external processing)

> 3D model viewer?? (Meshroom - but not anywhere near quality of windows 3D viewer)



TRNIO SCANS HAVE A GERAT TEXTURE QUALITY WHEN I ZOOM IN !
future studio option with 360 photo dome
Xangle 3D - located in Montreal
deep 3d studio - Kiev
Some answers on the rough surface issue from the Agisoft Metshape forum: https://www.agisoft.com/forum/index.php?topic=1936.0
Learned something new today! So I SHOULD be using Depth sensor for scanning people !!!
This also explains Enesguc's tone in tone set up and smooth waxy looking results of bodies results ..
I thought this was only otherwise possible with a 360 dome which he also wasn't using
Source: https://3dscanexpert.com/beginners-guide-3d-scanning-photogrammetry/
It's a bit demotivating because it's unlikely I can get the perfect results I want with the hardware-software I am using.
I considered using skanect + Kinect but I aren't totally convinced of the results I saw from it but this Cubify Sense 3D scanner looks like it gives pretty great results - it is quite an investment however...
Some depth sensor reviews: https://3dscanexpert.com/section/reviews-depth-sensors/
+ Meshmixer to bring the meshes together
Considerations on the space: 
A non-space?

With reflective baked light floor?

or asphalt ...?
play with impossible perspectives and constellation
Do next: get practical and try do a camera view through the meshes.
Now I start to see a mixture of crosslucid, Keike, Carlota Guerrera and an animated/crips clean-ness of white cube space and working with a poetic digital-ness of e.g. showing the words in the field of vision..
Working with effects on things to blur and distort them..
Working with creating my own terrain

Working with adding particle system effects to them
a network of people – meaning a network of inner realities that also resemble these outside realities we encounter …
> create 360° video with blurring texture ..?
but dark?
somehow like inside the womb?
> feeling a bit of jesse Kanda ?
Albedo - color
Normal - normal

Height Map - Displacement
Ambient occulusion - occulusion
Specular - Reflection
Animate the mesh
move viewer through the mesh with bulbous head
can add physics to make it soft?dynamic?
soft concrete edges look good
Maybe some inspiration for how to continue with the bodies..
Bake reflections in Blender and import such glass material as fbx?
I think if I want to animate the camera it camera most sense to animate it with timeline and in the end build an run it for viewing outside of steam VR because to be viewable its better to be compatible with the GO for example !
> Might check out Radiance VR if I find any experience with animated camera like this
but e.g. in Evelyn's work the camera was also flown around and moved through things
> keep street & body initially seperate
> use hdr images to zap through external realities
> use downloaded textures on simple shapes as flaoting elements
> use reflective spheres to distort the environment
> move viewer through & over swirling distorting heat and fog
> create a vast architecture of streets

> from more meshes!!


The spheres function as focal points and portals - when moving through the sphere that distorts the view a new setting is reached

" the edges to dry asphalt fade to circles"

JUXTAPOSITION OF THE 'REALISTIC STYLE' FROM STREET MESHES AND HDR IMAHES WITH COMPUTER STYLE

Camera approaches Blob in the landscape -
Blob represents 'the interior' - 'the inside reality' juxtaposed to the 'outside reality'
> go into Blob : inside Blob ground is all water , sky is almost white but sky
'Fade to circles' > game engine effect: warp through circles > scene switch portal inside circle
Use the 3D sound microphone to record
+ a 4Channel recorder

> Grab sound environment = more immersive through sound

place person on the street / outside reality =
cars on street
windy day
wind in trees

'The womb'
discuss:

reflective and shiny materials in Unity?

give fluidity/movement to a photogrammetry model? > how to get movement into body mesh * I've seen e.g. curtains in a game engine: how is this possible? Create an animation in 3D program and import as FBX?

how best to animate the camera ? timeline? cinemachine?


When I dream Architecture becomes very important to transport atmosphere- the space creates a feeling, when entering into a non-space the structures that show up to hold you become very experiential - so in the VR space it might be a good idea to look into 'ARCHITECTURE OF SPACE'
WHAT ABOUT COPYWRITE OF THE HDRIs?
In the end it is also important to consider the physical aesthetics of presenting digital works:
Do these online things also have to 'live' offline to achieve heightened meaning? Do things only become fully real when materialised and embodied - so we can recognise something of ourselves in an embodied presence?

Idea to Imbed the VR Glasses in the ground e.g. force people into a certain position ( Jörg mentioned one experience where people had to kneel, I fondly remember the Glasses attached to the dirt like red-rock in Tel Aviv) or imbed the VR Glasses in a sphere like the ones in the VR space, with dirt or pebbles on the floor...

Thinking about the Space the Audience comes to as an Installation space..
A thought on critiquing art 'KIRAC' : it is interesting how if you are part of a Zeitgeist - within a Zeitgeist- that an artists in trying to capture or mirror you can think it is not good much more easily than from the alien outside perspective ( 'like Van Gough who wasn't popular in his time.!)

Artists like Jon Rafman 'Pseudo-Anthropologist walking through the Internet.'> plays with assumptions of stereotypes and in this is creating stereotypes)
For polished 3D models that have an uncanny character to them check out : DAZ3d shop :https://www.daz3d.com/shop/
Idea how to keep the 'morph' effect on the sphere : Not to build different scenes that need to load but instead create a big scene with DOUBLE SPHERE and create sphere inside sphere inverted texture and have the HDRI on it?
> Try this but it might interfere with the size of the mesh to have EVERYTHING be inside one big scene? 

> try it step by step - start with 1-2 orbs/spheres in the scene and see how it works

> however, problems can occur when loading a new scene
> generally I should definitely reduce the size of the mesh in Blender or Instant mesh or MESHLAB!!!! prior to loading it into the scene because if the texture on the mesh is good the mesh itself can be rather low poly.

WORKFLOW COULD BE : to render out the video with remote access to the lab computers and look at it on the GO.

In generell it is important to remember that Unity is an ENGINE that runs in real time, which means that it offers capabilities for INTERACTION in Real time! > this is both the beauty and the limit to Unity. Because ofcourse the visual will not be as high-res as when rendered out of a 3D software for days on a renderfarm... so it's important to either accept this -e.g. when it comes to quality of image - or also to embrace the interactive, game like qualities of it more...The VR computer has what they call '6 Dimensions of Freedom', walk, move, touch - For me the focus generally is world building and I like the 'real life' or 'game-like' quality of letting the user 'loose' in this environment. ( On the Oculus Go you can only look at 360° Film)

USE TIMELINE TO ANIMATE THE CAMERA:
Camera animieren indem ich sie durch den Raum ziehe > timeline> track > finetune
Idea to animate a sphere and attach the camera to it, then make the sphere invisible, that way it is easier to see the movement of the camera

When using Cinemachine its smoother and more cinematic with cuts of following objects/characters..

Create the 'blinking' effect of eyes shutting by having black frames in front of Camera briefly animated with Timeline / Plane in front of view.

Skybox problem with seam: might need to 'TURN OFF GENERATE MITMAPS'

For the cylinder : look up Tiling to Map it correctly ( Tutorial with the bricks on the house)

If you bake light there is no more movement

> Rather look into SHADERGRAPH : Tutorials : > MAGICAL PLASMA > REFLECTION ( BEST FOR CREATING MATERIALITY) > REFRECTIVE GLASS


VR Consultation
Szenografie Session mit Nicolas Rauch
Raum Installation mit narrativen Elementen

Display stregeien
Was ist das für ein device - wie hab ich ihn bei mir?
Den Raum 'mit denken' auch im digitalen/ digital Media art - räumlich denken sowohl im digitalen als auch realen Ausstellungsraum
und dabei an den Rezeptionskonzext denken

balance finden zwischen der Entfremdung im digitalen und der re-lokalisierung im Raum

Als Ausstellungdesigner : Arbeit an der Schnittstelle zwischen Graphik und Architektur (Ausstellungswesen, Entwurfspraxis)

Das Display selbst kann ein 'skurilles Objekt' sein

Feedback:

Die Wichtigkeit generell von sound für die Arbeit und somit auch ein sound für die transition durch die'orbs'

Oder die Überlegung das man das licht im Raum dimmt und mit den transitions im digitalen Raum koppelt, sodass die wartenden durch das Licht merken dass die Person wieder in einen neuen Raum getrettten/ durch den orb ist

weitere überlegung zusagen : man geht an den Ort zurück , man geht wieder auf die straße aber eigentlich scheint ein kontrollierter geschützter Ort der auch die Ruhe zum erleben gibt passender
Überlegung dem 'User' etwas greifbares zugeben, etwaswas er in manchn momenten anpassen kann, eine art 'Stehhilfe' die den Raum gestaltet > im allegmeinen war die Reaktion sehr positiv und er meinte ich solle mich melden wenn die Arbeit ausgestellt wird. ( Soll ihm eine email schicken : (https://schroederrauch.com/) Die Überlegung mit dem Orb in welchen mein den Kopf steck gebe 'ein starkes Bild' - das mit dem Kies oder stein auf dem Boden auch, das solle cih ausprobieren ob es funktioniert oder stört. & Überlegen pób ich etwas gebe damit man sich festhalten kann odre dich setzen kann.

Letze überlegung seiner seits: wenn man einen Runden Raum nimmt und runde bänke an allen seiten entlang und das lciht korresponierend zu den Orb dimmt und an und aus macht sodass sich die wartenden auch in der reflection des orb spiegeln und manchmal sehen und macnchmal nicht . Mein Einwand dazu war das dies vlt. eine Hemmung fpür viele Besucher aufmachen würde, da man nicht beocbachtet in dem sowieso schon unsicherheit provozierenden VR space eintretten will. Er gab mir recht > gute idee für die Zukunft wo VR mehr etabliert ist.