RJC (@ryanjclose) header
RJC (@ryanjclose) profile picture

Freelance Art Director/Designer/Animator. Previously AD at Territory Stufio / Perception / Spinifex. https://nitter.cf/t.co/OkqN7OApsT

New York City
Joined June 2009
Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)Photo by RJC (@ryanjclose)
RJC retweeted
Another sequence from our work on TRON: Ares, and one of my favorites. In Ares Finding Eve, Ares dives into Eve’s memories, searching through fragments of her past to uncover a critical piece of information that moves the story forward. The sequence shares some DNA with the Computer Vision system we developed for the film, but the intention here was different. Rather than visualizing how Ares perceives and analyzes the physical world, we wanted to imagine what it might feel like for an artificial intelligence to move through human memory. We took thousands of photographic memories and transformed them into a vast, navigable environment. Our square-packing algorithms became the underlying architecture, breaking the imagery into shifting grids and computational structures, while thousands of points, particles, and delicate line systems expanded those images outward into space. From there, light became the connective tissue. Volumetric fog gave the memories atmosphere and depth. Pulses of light traveled through the environment, illuminating fragments before allowing them to disappear again. Images overlapped, dissolved, multiplied, and floated at different depths, creating the feeling that Ares wasn’t simply looking at Eve’s memories. He was physically moving through them. The challenge was finding a balance between information density and beauty. We wanted thousands of images and data points surrounding Ares, but we never wanted it to feel like a database or a conventional interface. It needed to feel emotional, spatial, and slightly overwhelming, a human lifetime reconstructed through the language of a machine. Really proud of how this one came together.
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RJC retweeted
Sharing our computer vision system design for TRON: Ares. We approached these shots from the perspective of the machine. The frame becomes a field of observation. Every pixel is potential information waiting to be interpreted. The process begins by squarepacking the live action plates, dividing the image into a computational lattice. Once the grid exists, the system begins to read. Targets emerge. Motion vectors form. Signals ripple through layers of analysis. Inside these overlays lives the source code of the system itself. Streams of logic, fragments of instruction, the internal language of the machine. At times the imagery dissolves directly into that code, as if the world itself is being rewritten from within. Visual information collapses into structure, then reconstructs again as data. Scanning pulses move across the frame. Timers react. Coordinates lock. Each layer is part of a larger ecosystem of perception, constantly processing, evaluating, and iterating. The goal was maximum detail and living systems. Interfaces that breathe, think, and evolve in real time.
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I enjoy bringing my own ideas to life imagining things through a Tony Stark level AR tech that assists everyday events. I took footage of a Giants/Jets game and wanted to see how I could quickly elevate the experience in real time. #AR #NFL #Metlife #verywetday #UX
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Munky and an incredible team spent over 2 years working on all the computer vision, screen interfaces, hologram design and a wide assortment of concept work for over 250 shots in TRON: Ares. vimeo.com/1128380590
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Worked with the amazing @gmunk on Tron Ares, dream project!
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Cyberpunk Androids Fuse Man and Machine With #ZBrush and #Cinema4D - 3D artist and motion designer Ryan Close develops his craft by creating detailed humanoid robots. maxon.net/en/article/cyberpu…
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Weekend speed sculpt/texture - Cyberpunk Medic Love creating characters, this one based in the 'Ghost in the shell' world. Busting open Zbrush and clearing the mind to create is always time well spent. #zbrush #redshift #cyberpunk #cinema4d #substancepainter #ui #fui #notAI
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Some recent exploration with hard surface device modeling #redshift #cinema4d #plasticity3d
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And animated version #plasticity3d #redshift
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#PortfolioDay Some Personal work I've created over the years, Creating User Interface design to #zbrush sculpting.
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Today's Workshop - 1 hour speed sculpt #maxon #zbrush
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Love a good shader with added dust
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Reviving some older sculpts and geting back into some texturing. #zbrush #MadeWithSubstance
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Playing around with some of the new tools in #cinema4d and loving the accidental details from simulation
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Take a closer look at some of the intricate details of the UI panels that our team at Perception designed for our #MaxonOne Toolset Showcase. These futuristic, sci-fi inspired interfaces all contain elements that reference the range of the incredible capabilities of @MaxonVFX.
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