Rather than have it stuck in the depths of a forgotten memory stick here is my BA History of Art dissertation on the lovely Caspar David Friedrich whose paintings have inspired me for years:
Click here to view Hannah Rice (2012) ‘ The Landscapes of Caspar David Friedrich & The Representation of Gothic Ecclesiastical Architecture’ on Academia.edu.
Abstract: This paper examines the gothic ecclesiastical architecture in the art of Caspar David Friedrich and their aesthetic portrayal, ideological complexities and historical contexts. The paper looks at three typological threads, the ruined abbey, the glorified cathedral and the ecclesial townscape, to discuss how Friedrich’s work is influenced by Romanticism and the concept of German identity.
It’s finally online! All the 3D work I’ve been posting recently on York St Mary’s Abbey is all in this dissertation submitted for my MSc in Digital Heritage at the University of York (Department of Archaeology) 🙂
This link will take you to my page on academia.edu where you can view/download the paper:
Hannah Rice (2014) ‘Exploring the Pedagogical Possibilities of applying Gaming Theory and Technologies to Historic Architectural Visualisation’.
Abstract: This paper deliberates how gaming theory and technologies can be applied to historic architectural visualisation for educational use by museums and its pedagogical potentials. It presents a proposal for a pedagogical digital game, Pilgrim’s Peril: St Mary’s Abbey, based on a qualitative survey and the discussed issues throughout the paper on Serious Games, commercial games and digital learning methods. Issues such as authenticity, gamification, edutainment, place and narrative are also considered together with the social and cultural significance of fusing gaming with historic architectural visualisation.
Its been awhile since I last posted and logged in (sorry for late comment replies!), I had to concentrate on completing my dissertation, which FINALLY has been handed in!
My topic was “Exploring the Pedagogical Possibilities of Applying Gaming Theory and Technologies to Historic Architectural Visualisation”. My main case study was my St Mary’s Abbey model which I’ve been blogging about on here for a while now. In my first part of my dissertation I looked at the theory of place, authenticity, “edutainment”, narrative and gamification with regards to pedagogical methods and how this is utilised by museums, Serious Games and commercial games with an architectural history focus. In the second part I used all of the theory I discussed in part one to propose an educational game (planned as a first-person RPG) based on my model of St Mary’s Abbey. I may decide to upload this paper once I’ve officially graduated (July)…if you’re into computer games and heritage you may enjoy it!
Now I’ve finished my MSc I’ve been thinking about where to head next… I’ve been working on my own website, built from scratch (thanks to my web dev module at uni, and my partner Si Stamp for helping me with the PHP! ). The address is www.hannahbethrice.com and on here I’ll upload my 3D work. Now university is over I will be looking out for projects to work on and promote on my website. I’ll also be transferring this blog across at some point, and possibly adding a shop section. I will also start doing more game reviews- particularly on the topics of environments, architecture and history, and how they are portrayed in games.
I really enjoyed my time at the University of York. My thanks in particular go out to Sara Perry for her informative lectures on Cultural Heritage Management and support, and Anthony Masinton for his knowledge on gaming and historic visualisation, and also introducing me to Blender!
From my MSc I’ve learned how to create a website from scratch (that fully validates with W3C!), developed my database design skills, discovered new 3D modelling software that I am now obsessed with, learned how to survey historic buildings and also increased my knowledge in the management of cultural heritage. I would really recommend studying at York (I was there for 5 years!) if you’re wanting to study anything historical. Having experienced studying both in the History of Art and Archaeology departments, the staff really are the specialists in their fields, and the campus is also a nice, green space (full of ducks!).
A small update on my abbey project. I am currently in the process of modelling some of the more detailed gothic decoration of the abbey’s exterior. This is quite difficult as the abbey’s decorative plan is only speculative at this point, with hardly any archaeological evidence. As a result I am referring to the schemes of other local ecclesiastic buildings such as the York Minster and other Benedictine abbeys.
Another part of the model I have been working on is the River Ouse created from real grass and dirt textures and a water photo. I intend to eventually blend the edge of the riverbank model with the grass model.
I am also beginning to model portals and their doors and add stained glass texturing to the windows. After that I will start to model some of the other buildings in the complex, such as King’s Manor (Abbott’s house), the Hospitium and St Mary’s Lodge, and also make a start on populating the grounds with trees and foliage.
*screenshot author’s own.
Some more progress on my MSc dissertation project.! After trialling out some textures, taken from texturer.com, I visited York Museum Gardens to obtain photographs of the abbey which I can then use for the final texturing of the model. The above screenshot is the beginnings of my UV mapping the abbey with the real abbey textures.
When it comes to texturing the stained glass I may have to continue using the generic glass I used in my trial texturing, see previous post. Most of the content and design of the glass is unknown from archaeological excavation, therefore looking at other Benedictine abbeys may be useful for this.
Another feature I have been working on was adding the arcade in the cloister (above) and started some bump and specular mapping. Aspects to alter next would be the scale of some of the texture mapping and I also need to start thinking about adding doorways and looking at the design of 16th century kings manor!
*all screenshots author’s own.
Just an update on my pre-dissolution visualisation of St Mary’s Abbey (York)! I have not posted in a while as I have been spending a lot of my time on this project, but from the screenshot you can see I have made a lot more progress since my last post, and I have started trialling out textures and adding some of the more intricate gothic features.
I’m currently using free textures from texturer.com but will later take some photos of the abbey ruins itself in the York Museum Gardens as to use the actual stone as the abbey stonework for the final model render. The current background photo was taken in Swanland, East Yorkshire, as a basic representation of countryside. This will be useful for when rendering a natural light on the scene.
One aspect of modelling the abbey I found particularly difficult was the tracery windows. I originally began modelling the windows by subdividing edges and translating vertices across a window plan (taken from Ridsdale’s artist impression) however I decided that this was a problematic long route around something that could be done in a few clicks. I then tried a quicker different method, the boolean modifier tool, which turned out very well as it “cookie-cut” geometry from the window mesh. This saved me half the time and made the quatrefoils and lancets much neater shapes than had I been creating the curves myself.
I am currently also in the progress of modelling some general natural scenery, such as trees using the sapling add-on, which will decorate the abbey grounds. I will make these as random as possible, and will use a variety of leaf textures.
I still have a long way to go whilst keeping an eye on the polygon count! Features still to model on the abbey buildings are rose windows, windows for the other buildings in the complex, alcoves, buttresses and portal decoration. I will also need to find a suitable grass texture for the grounds, and will look into how I’m going to represent the River Ouse.
*all screenshots author’s own.
Just a quick update on the modelling of St Mary’s Abbey, York, in Blender…
After around 14 hours, I have now altered the wall elevation heights to match the plan drawings I am working from (see previous posts 1 and 2 for more info on these). It now looks a lot more like the very basics of a Benedictine Abbey!
I am finding that the Ridsdale artist impression is a little inaccurate to the plan drawing of the abbey which was based on archaeological excavations at the site. This is an issue, who do I trust more? I’m leaning more to the newer plan based on excavation evidence carried out after Ridsdale’s drawing, and just using Ridsdale’s impression as a secondary reference.
Next steps: completing the roofs of the other buildings in the complex, and beginning to “sculpt” the micro-architecture on the exterior facades before creating the windows.