The Sky HIgh Hermitary Design and Process Book
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The Sky High Hermitary
Design and
Fabrication Process
By Brian Norris
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Welcome to my Hermitary
I'm Brian Norris, thank
you for joining me
What I enjoy doing the most is making models
large and small. I like to look at nature as
inspiration along side culture from all around the
world. I like to look into the things that have been
forgotten by others. I come from a rural
background and have lived in an urban
environment for some time now. This has
inspired be to replicate what I am missing from
home, but not limited to that, replicate all forms
of nature where possible, to show people who
miss it sheer its beauty. And that’s what I want to
do here.
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Acknowledgments
I would like to thank everyone who was involved in making this project come through,
especially my lecturers Fiona Snow, Matthew Kennedy, John Buckley Ger Clancy, Julian
King and Clyde Doyle, you thought me everything I needed to know in order to take on
this project and projects in the future, both technically and mentally, as we hit difficult
times, assistance was always still available at any time of the week and with the best of
advice.
I would also like to thank Ali Kemel Ali, Ian Hannon and Cathleen Walsh for their
endless assistance during the year and for the best technical advice from the workshop.
And not to forget, I'd like to thank my family and friends for helping me get through this
year, especially during the difficult time that we encountered from March onwards. I'd
like to thank Sorcha O'Brien for her much needed help when researching hermits around
the world in my thesis.
Finally I'd like to congratulate my fellow peers for completing this difficult year,
working with you all over the past 4 years has been invaluable, I have learned something
from each one of you.
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Table of Contents
Introduction
The Concept
Design
Design Inspiration and Chinese Paintings
Concept Sketches
Unity Design Models
Plans
Contour Lines
Mountain Fabrication
Slicing Styrofoam
Stacking and Filling Gaps
Styrofoam Sculpting
Plastering
Texturing
Painting Rocks
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Populating the Mountain
Building The Cave and Gate
Making The Trees
The Campfire
Adding Vegetation
Making The Table and Bowls
Finished Piece
Digital Fabrication
Character Background
Fuse Editing
Garment Fabrication
Garment Texturing
Animation
Unity AR
Contact Information
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Introduction
I created a fictional Buddhist nun's home based on a mountain inspired by Huashan a
mountain found in the Shaanxi province, one of the five great mountains found in
China, this one with great religious significance. This Buddhist hermit is one of many
hidden hermits in our world. I wanted to show people that these people still exist.
Hermits used to be of a great importance in ancient China, but today some believe
they no longer exist, until American Journalist Bill Porter, also known as Red Pine,
proved they are still in the mountains.
I wanted to broaden the knowledge about hermits from the East to the West, about
people who both preserve culture and forge a change in our word, a commitment only
the most brave and the strong minded can endure.
In this project I created a diorama of a hermits home on a mountain A Buddhist nun.
She lives a very routined life, awake at 3 a.m, meditation for 3 hours, 6 a.m, some tea
and tsampa (breakfast), 8 a.m another 3 hour meditation session, a lunch and a break
at 11 a.m, come 3 p.m another 3 hours of meditation, 6 p.m tea time, 7 p.m a further 3
hours of meditation, 10 p.m its back to her meditation box, in their lotus position.
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Concept
This model is to be part of a larger exhibition, an exhibition showcasing hermits
environments all around the world, places that are inaccessible to the common
person.
In this particular model it showcases a Buddhist hermits home from Shaanxi
China. Based high in the mountain you will indulge in a visual and audio
experience on the mountain along with an AR animated story inspired by a monk
named Master Hsu-yun also known as Empty Cloud. As you scan the the mountain
with the tablet supplied you will be greeted with the sounds of the wind and trees
through your headset. As you look into the screen you will see a nun appear from
her cave and the animation will commence.
As the animation finishes, the screen on your tablet then turns into an interface
where you can focus the camera on a particular part of the mountain, such as the
cave, or the blossom tree and this would bring forward a box with a description
about the object scanned, with its symbolism and history in China. This interface
will be the tool to tell the viewer about the hermit Buddhists up in the mountains.
The same idea and flow would apply to all other regions in the exhibition.
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Design Inspiration:
Shen Zhou (15th Century Painter)
I was Inspired by an old Chinese Painter Shen Zhou
and his studies of Chinese landscapes and poets who
lived in the mountains, some of which were hermits.
These became a great inspiration to try capture
Chinese culture and the small landings high in the
mountains. Many hermits who loved in the
mountains of China were poets. They captured the
essence of the wilderness
around them, this also
assisted me with my design.
12th century Poet Stonehouse
is an example of this type of
hermit.
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Tenzin Palmo
Huashan
Mt Huahsan is found among the Qinling Mountains on
the Chungnan range outside Xian China. This mountain
is a sacred mountain to many religious Chinese people
it is said that only the brave and steady minded can
endure the task of living on the mountain, some old
masters are said to have survived only by eating the
sacred pine that grows on the mountain. The immortals
are said to have played chess atop the west peak of the
mountain, I also found the texture of this rock very
interesting and different, the colour glows and I think
this would be the perfect mountain to replicate as it is
by far the most interesting
Tenzin Palmo, formerly known as Diane Perry, is a
Tibetan Buddhist nun from England, who entered
seclusion in the 1970's to live in a cave 13,000 ft high
in the Himalayas, she stayed there for 12 years. Since
leaving her cave she has become one of the most
influential figures in Buddhism, fighting for womens
rights within the religion. Gender rights has
progressed since her time in the cave and people from
different religions seek Palmo for lessons and advice
on life. My character was inspired by Palmo, as before
reading about her I would have never even thought of
considering a nun as my protagonist.
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Concept Sketches
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In this phase of the project I looked at the
rock features in the ancient Chinese
paintings, which inspired me to add a ledge to
the edge of the cliff, some use these to look at
their vast view across the mountains and
meditate. I also looked at real life hermit huts
both inside and out of China. Some
monasteries and huts around the Chungnan
mountains have entrance gates to stop
unwelcomed visitors, be it people or wild
animals.
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Trails and Passageways to some hermit huts
are dangerous and steep, some carve ledges
out of the rock other use planks of wood or
metal bars hammered into the cliff face. As
these mountains become more and more
popular with tourists, hermits want to make
it as difficult as possible to be reached, Bill
Porter reports climbing a slope of 70
degrees make slick by a spring and hanging
chains of about 30 meters.
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Unity Design Models
After setting out a few designs on paper I decided to visualize them in a 3D space and using
Unity was required. I set out 3 designs and settled on the latter. Using this technique of
visualizing space was essential to the design process as I would move on to using this model
as my reference for the physical build
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Plans
With use of the digital model
created I used the plan, elevation
and side view points to create
references for my physical build.
I drew A3 sized boxes over the
screenshots in AutoCAD and
printed them out sticking each
together.
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Contour Lines
In Unity I used the flatten terrain tool to highlight a ring around the mountain on
whatever height you set, I used a consistent hight adjustment and measured the distance
in real life using AutoCAD. I then drew around the rings highlighted in the screenshot
and layered them on top of each other to create a contour map I will then use this to
help me determine where to cut the sheets of styrofoam when making the base.
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Mountain Fabrication
Slicing the Styrofoam
Each contour in real life is 1.6m, so I needed to cut the strips of foam into 40mm
thicknesses. To do this I needed a 2x4 lath for barriers, some MDF for the base and a hot
wire to cut the contours evenly.
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Stacking and
Filling in the
Gaps
I then placed my contour map over the
piece of styrofoam and cut along the
line stacking one on top of the other.
I then used the shavings from the foam,
still intact, to fill in the steps of the
contours for an even inclining slope.
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Adding Sculpting Details Before
Plastering.
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Plastering
But first a layer of
Jesmonite and
Fiberglass
It was important make make sure the
stryrofoam was fully secure to eliminate
any cracking in the future. This was done
by painting Jesmonite over Fiberglass
Tissue
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Texturing
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Back to the Planning board....
Coming to this point I had some
obstruction in my process in terms of
what I could do with the time and
resources I had left as the college
closed.
Plan B
Plan B is to reduce the size of my
project physically and to eliminate AR,
digitally just have my character created.
For the remainder of this project I will
focus on the important aspects of the
mountain which is the cave and its
surrounding area.
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Painting Rocks
First I make sure the
plaster is primed and
then lay down the
base layers
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Adding Detail
I added some individual tones to parts
of the rock then applied some washes
before adding darker spots to deepen
the texture, finally I sprinkled some
finely sieved dirt over it all
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Building the Gate and Cave
Get the Doors Ready
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Making the Stones
I made some containers out of
foamex, marking the inside with
heights of stones found on old
walls.
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Building the Walls
I stacked the stones starting with larger
pieces at the bottom. Black paint was
Airbrushed on the inside of the cave to
darken the shadows.
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Painting Details
Applying primer first then adding some
washes to darken between the cracks of
the stones. After that I painted different
tones to each stone and washing browns,
greys and creams.
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Making the Trees
Huashan Pine
Huashan Pine (Pinus hwangshanensis),
is found among the peaks of the
Chungnan Mountains and are a sacred
tree among the mountains inhabitants.
I scavenged some twigs from a recently
knocked down tree and some moss from
a nearby river
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The Campfire
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Fuel for the
Campfire
The campfire was built
using found stones, the
sticks were collected from
a dead tree near by. The
sticks were burnt inside the
campfire for enhanced
realism
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Adding
Vegetation
Scavenging
Natural
Materials
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Food is on
the Table
To create the bowls I applied
some SuperSculpy onto a ball
head tool and the table was made
using 3 pieces of a 3mm balsa
stick and some plaster blocks left
over from building the walls
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Final Piece
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Character Background
This nun has been living atop of Mt Huashan for the past couple of decades, she says she
was called upon the mountain to become its protector. She lives a very simple life. Bags
of grain are brought up to her some weeks by her disciples that have decided to follow her
in recent years and every couple of years she gets a fresh set of robes to wear. Living a
routined life she is busy all day everyday, like most hermits she claims she is never bored
nor does she
or feels alone. The nun is from
outside the Shaanxi region
down in Tibet, she traveled
from her home so she could live
on this mountain as the masters
who came before her did.
Huashan can be a tough place
to live as the harsh rocky terrain
places in front of you many
vertical drops, but this keeps
her secluded and keeps any
distractions from her practice
far away.
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The Story
In this project the animation tells a story about the nun as she starts her day. She walks out
of her cave and places a cauldron atop her fire, the fire is a powerful agent to remove evil
spirits. She stands up, and with the winds whisting through the mountain, she looks beyond
the horizon, shading the sun from her eyes. Sitting in front of her is the stone she sits upon
each day to meditate She takes a step forward, walking towards the stone, water trickling
in the background from the stream nearby, the stream is a symbol of harmony and a flow
of balance. As she sits upon her rock she becomes one with the earth. As she crosses her
legs into the lotus position the wind begins to pick up and the cherry blossoms blow across
the mountain, a tree for poetics. The leaves fall off the trees around her, floating to the
ground. Seasons pass by as Winter comes and snow builds up. Footprints appear in the
snow, appears to be from the rare snow leopard that roams the mountain in secrecy. Spring
comes back around again and the leaves begin to grow. I flute and shrine can be heard in
the background bringing the nun back to her awakening as the environment around her
returns to its previous state. the nun stands back up and takes her cauldron with her back
into the cave.
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Fuse Modelling
Using Adobe Fuse I assembled my
character limb by limb. To add more
detail to her face I added some texture
such as her wrinkles. I also Broadened
her cheeks and made her face more hash
and worn as she has been living in the
wilderness for decades.
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Garment Fabrication
I created the Nuns Garment in Marvelous Designer. Firstly I
had to draw each piece of cloth in a 2D window then stitch it
together. The pieces of the clothing she wears are called
Antarvasa (skirt), Kushalaka (undergarment), Uttarsanga
(top) and Samghati (robe wrapped around her shoulders and
waist).
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Animation
Blender
In Blender I used Non Linear
Animation to mix together the
Animations I downloaded from
Mixamo. This was an easy process
to blend them together seamlessly.
To make the nun move along a path
I created a Nurb Path and
constraining the nun to that path. By
enabling her to animate and follow
the path, she will walk according to
the paths direction.
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Unity
By exporting both the animation
and the Nurb Path, it was possible
to replicate the animation created
in Blender by just applying it to a
timeline.
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Unity and Vuforia
Augumented Reality
Tracking
Creating AR apps was made possible
by using Vuforia Engine. I used two
ways of tracking, Ground Plane
Tracking and Model Tracking. Ground
Plane Tracking works by just pointing
your phone at a flat surface. While this
was effective, it wasn't as efficient in
keeping the nun stuck to a position as
the Model Targeting did. To enable
Model Targeting is possible I imported
a 3D scanned object into their Model
Target Generator and then into Unity
before developing the app.
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Building AR App
Here are a couple Examples of the AR
tracking discussed in the previous page,
at the top you can see an example of the
ground plane tracking and at the bottom
the Model Target Generator.
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Thank you for joining me once again, I hope you
come to visit what is to come next.
You can follow me on my next journey from my
@Brian_Design_209
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Credits
Low poly trees downloaded from TurboSquid.com in Exhibition Concept Model
page 10 - Kitsuwaka
Low poly character downloaded from TurboSquid.com in Exhibition Concept
Model page 10 - Denys Almaral
iPad downloaded from SketchFab.com in Exhibition Concept Model page 10 -
iSteven
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