JacobCoffinWrites

joined 2 years ago
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[–] JacobCoffinWrites 0 points 3 months ago

I'm skeptical the flowers will have the ability to split concrete slabs/curbs apart - trees definitely could but flowers seem unlikely to me.

[–] JacobCoffinWrites 2 points 3 months ago

I absolutely love this series - the artist does the cityscape photobashes I wish I had the skill and patience to make. Maybe someday.

[–] JacobCoffinWrites 2 points 3 months ago

That's awesome! I hope it works out! I'm just giving whatever laptops and tablets I can get to the group to give to individuals but it helps them with resumes, calling home, etc.

[–] JacobCoffinWrites 3 points 3 months ago (2 children)

I've got a few projects going - I'm writing a TTRPG campaign for the solarpunk game Fully Automated, which I'm hoping to test and eventually release libre and gratis through their official channels. All my work so far has been on setting, characters, plot points etc, so I think you could use most game systems for it, though I am hoping to build out any gameplay stuff next (statting out some characters in FA's system and building a minigame around soil and water testing). The campaign itself involves exploring a mostly abandoned former bedroom community, searching for illegally dumped industrial waste from sixty years before so it can be safely removed and used in the production of geopolymers.

I've made a couple grocery trips on the mountain bike I recently started setting up as a cargo bike.

I've been fixing up an ewaste MacBook to donate to a refugee resettlement group.

I've also been getting into bookbinding, which I'm now using to make physical copies of some of my favorite extremely self published ebooks, none of which ever got a hardcopy release, some of which never got released as anything but serialized fiction on a blog or paywalled patreon. I'm not sure how much making something from entirely new materials falls under solarpunk for me, but I really like the idea of making long-lasting versions of these books.

Here's one of the ones I just finished - I've found I really enjoy the process of physically making these books. It's very satisfying. Theyre stitched like hardcovers, so they'll hold together well, but glued into a printed canvas softcover (my local makerspace has a plotter printer and my SO figured out they can run a big roll of canvas through it).

[–] JacobCoffinWrites 11 points 3 months ago* (last edited 3 months ago)

This is a really cool question!

If you're looking for advice specifically on cosplay, I'd second sewing, tailoring, and thrifting, as well as picking your characters based on what you can do with the materials you have/what you can get used. People can be wonderfully clever when they're looking at the resources they have and figuring out what they can do with it. Also: Buy Nothing and Everything is Free groups might be able to help a bit if you have time (getting something used/for free tends to have a tradeoff in waiting for one to show up, but not always).

If you're looking for other hobbies that can be done with little waste, writing can be about as close to zero materials as it gets - your starting material is essentially other stories and your own lived experiences. You can do it on scrap paper or basically any laptop that still turns on (my main writing computer at the moment is an old Chromebook with two gigs of RAM running Alpine Linux with Wavemaker Cards for its writing software).

Drawing, especially the fundamentals, can also be practiced with basic materials, I did a lot of the anatomy drills with a mechanical pencil on computer paper. And if you get into digital art, depending on what tools you want, a laptop and mouse might be enough (that's how I do my photobashes, though I do also have a drawing monitor which I use in some of them).

Another option is to look at what resources you already have access to (know someone with tools? Have the means to print for free?) and see if there are any hobbies that interest you that those resources would allow you to do. Often tools and such are as big a part of the consumption as the materials.

[–] JacobCoffinWrites 1 points 3 months ago

That's good to know, and not something I'd thought about but it makes sense how it could cause damage. I definitely need to get a better bike lock or at least a chain - I lost the key to mine and have been using a padlock with a really long shackle, which works on some bike racks and not well on others. Once I've got that, I can probably just put my bike behind that rack and keep from torquing the wheel. Thanks!

[–] JacobCoffinWrites 1 points 3 months ago

Sounds good! And I definitely will! I've been making some grocery trips with the cloth bags and milk crate, and it's fine, but it'd be nice if I could just drop the totes into the panniers without having to load and unload them one item at a time, so it's definitely worth doing. I'll probably start on it later this month. Glad you're in a better place!

[–] JacobCoffinWrites 2 points 3 months ago (1 children)

Thank you! I find the logistics and hands-on stuff really fascinating, and love to combine different concepts I've learned about into one scene. I've been noticing lately that almost all my solarpunk art is of structures and infrastructure, which is funny considering how much I value community building, but I guess it fits my interests.

[–] JacobCoffinWrites 2 points 3 months ago* (last edited 3 months ago) (1 children)

Thanks! It's a photobash, a collage of chopped-up bits of images all arranged to make a scene. Sometimes I try to imitate different styles, old posters, watercolors, etc, but this is kind of my default look. I also do oil painting and some more traditional digital art but this is my favorite format. There's something really fun about it

[–] JacobCoffinWrites 3 points 3 months ago

it sounds like you’re working the Fully Automated dev team on a campaign (for a wider audience)?

Yes! I started out proofreading a series of four premade adventures/modules they were preparing for release as a playable campaign, and that got me thinking about trying to build one of my own out of some story and worldbuilding ideas that had been rattling around in my head. I really like the idea of making it available as a polished, finished product, through their channels - there's already a pretty wide range of modules but I don't think any really dig into the kinds of rural areas I'm from and some of the possibilities there. I've been having a lot of fun exploring themes around what makes a community sustainable (as in, practical, long-lasting, viable, and at what scale), deconstruction, rewilding, and other aspects of wildland conservation, the health of watersheds, and sort of the different way people interact with the habitats and species around them. There's also a lot of reuse and salvage happening because I think it's cool.

I'm honestly not sure if I'd have had trouble pouring this much work into something for a one-off game with friends, I think that's part of why I haven't GMed in the past? I am looking forward to running some games of this, but my main goal is to produce a module booklet, (hopefully a bookmarked PDF), and a zip file of all the maps, place art, and character portraits a GM might need.

The black outline is the old town border (since they know the 'treasure' was dumped somewhere inside). A lot of borders have sort of faded in importance, being replaced with watershed boundaries when it comes to managing shared resources, but the town is still incorporated and operational on paper at the moment (not unlike Centralia PA 50 years after the fire began). Towns have a way of lingering even when there are fewer residents than your average homeowner's association.

Thanks again for running this discussion, it's nice to get to chat about this stuff!

[–] JacobCoffinWrites 2 points 3 months ago
 

I'm sketching another photobash, this time a scene of a solarpunk kitchen, and I wanted to make sure I didn't miss an opportunity to include something cool.

My current plan is for this one to be a kind of summer kitchen (like old farmhouses around here used to have) which doubles as a three season porch. I think a lot of the elements could fit a normal kitchen, but some will compliment each other well with this design so it might be a good place to start (and it fits my theme of reexamining older ways of doing things for opportunities to reuse).

My current list of elements:

  • a Tamara Solar Kitchen -style oven cooker

  • A glass wall (and bit of roof) for growing plants and overwintering sensitive fruit trees

  • A solar hot water rig on the roof

  • Some sort of plan for compost (currently just a resealable bucket on a counter, but for those of you who know more about composting, I'm happy to build in your dream system)

  • A sitting area since people always hang out in the kitchen while you're cooking anyways.

  • Maybe a parabolic grill set up outside, we'll see if that feels redundant.

I feel like I'm missing a bunch of opportunities, so if you have any ideas, now's a great time to add stuff

 

cross-posted from: https://slrpnk.net/post/2234684

There's a few things I'd change now that I've looked at it for a few days and had some discussions - I think I'd rearrange the site for a few reasons around safety, though I do think they wouldn't want the crucible to have to travel too far, maybe I should have sunk the factory bunker-like into the ground, with only the doors at ground level. Maybe a different design entirely as I mentioned below. Either way, I think this might be relevant here, even if it isn't real yet.

So this one is kind of different from most solarpunk art, but then I suppose that’s the goal of this series. It’s not a scene of a farm, or a homestead, or a city full of people gardening. But I think scenes like this might be necessary. One thing I've noticed about solarpunk art is that the societies it depicts are usually pretty developed, plenty of concrete and refined metals in many of the scenes. But there's almost no scenes of solarpunk industry.

So where do all the tools, vehicles, and building supplies in the happy pastoral scenes come from? If we never show it either we've got no answers or we're might be implying that there's an underclass off-screen somewhere bearing all the costs (pollution, habitat loss, dangerous labor) of producing these goods so the people in the pictures can LARP as self-sufficient farmers. I want solarpunk art to be punk, not solarneoliberal so I want to make it clear that this future is genuinely equally distributed. I want to imagine the industry of a society almost obsessed with internalizing externalities. I want to see "but what happens with the waste?" and "where will the power come from?" affecting their every decision.

I think that society might be proud enough of whatever solutions they come up with to put them on a postcard.

I decided to start with steel recycling - steel and concrete production are both incredibly fuel-heavy industries, and society needs a certain amount of both to work, especially when rebuilding. Both take tremendous amounts of heat to produce.

I decided to try a scene where that heat was provided by a solar furnace using a ton of computer-controlled mirrors arranged stadium-seating style on the walls of an old pit mine, and a massive parabolic concentrator focusing the light on something like a blast furnace. I know almost nothing about steel manufacturing or solar furnaces so I'm certain my attempt to smash them together gets a lot of details laughably wrong (ironically steel can be smelted just fine using an electric arc furnace, so it'd probably be easier to just use existing industry technologies and hook it up to a green grid. I might try another junkyard someday scene showing that someday.) Perhaps cement production would have been a better fit for a solar furnace but I think that would require even longer stretches of heat.

I chose the design of the solar furnace with the giant parabolic mirror because they’re an established technology – several of these things exist in real life, and that seemed like a safer bet. Perhaps a better design would have been to do the scene in reverse, without the parabolic concentrator. Place the furnace up on the cliff, looking out over a massive, rising field of mirrors, all aimed at the furnace like a solar collection tower. Maybe I’ll do that one someday too.

Possibly these folks would use an electric arc to get the furnace primed in the morning, and the solar furnace to heat it through the day. I imagine the place is just as busy at night, with crews cutting and sorting scrap and preparing the mix of metals in the skip cars for the day shift.

One thing I really like about solar furnaces (and the reason I wanted to use one in a scene of heavy industry, even when I’m not sure about the practicality of the idea) is that they’re so simple. Mirrors, framework, and established formulas for overall shape, and you can produce incredible heat - up to 3,500 °C. The materials are commonly available, and require very little tech base to produce or assemble, and they can take some of the highest-resource-consuming tasks off the grid. They’re not as reliable as electric power, and that’s a trade-off, but the right combination of technologies, and some adjustment of expectations and schedules, could significantly drop the overall, societal requirements for the collection and storage and distribution of electricity.

I think it’s very much worth considering all sources of power, but also reconsidering some ways we’ve industrialized around profit motives and while ignoring externalities. A lot of technologies were in use recently (last 100 years) that might be a better fit for a more solarpunk world, but were dropped because they weren’t as fast at making product, or because modern power or fuel are so cheap.

And I think there are some cool old designs with potential (and, as always, tradeoffs). For example, in all the scenes I’ve done and have planned, you’ll see cable-powered streetcars and trains, rather than battery-powered electric busses. I’m not against batteries by any means, but they’re a limited resource. Streetcars worked fine for decades long before batteries were anywhere near efficient enough to move a vehicle they were onboard, and having the cars powered directly by grid the means more batteries available for other tasks, or simply less need to destroy habitats mining for the materials to make the kind of maximum-efficient batteries needed for onboard vehicles (and fewer to recycle after they’ve been used and reused long past the end of their functional life).

As for the negatives of a solar furnace, for one, they’re absolute hell on local birds. They’ll burn up anything that flies through the solar flux. (I’ve got a workshop design in the works where the dangerous parts are indoors, which I actually prefer). They depend on clear skies, not just of clouds but airborn dust, smoke, and haze can severely impact their effectiveness. Perhaps a more solarpunk world would have a different pace of life, less need to grind. Maybe the workers would be essentially on-call and if weather is good enough that day, they get on a train to the site, and if it isn’t, they get the day off, work at a different site, or perhaps the steel co-op pays them to help with other work in the community. A place that prioritizes minimizing harm over profits would likely be a very foreign country to all of us.

 

So this one is kind of different from most solarpunk art, but then I suppose that’s the goal of this series. It’s not a scene of a farm, or a homestead, or a city full of people gardening. But I think scenes like this might be necessary. One thing I've noticed about solarpunk art is that the societies it depicts are usually pretty developed, plenty of concrete and refined metals in many of the scenes. But there's almost no scenes of solarpunk industry.

So where do all the tools, vehicles, and building supplies in the happy pastoral scenes come from? If we never show it either we've got no answers or we're might be implying that there's an underclass off-screen somewhere bearing all the costs (pollution, habitat loss, dangerous labor) of producing these goods so the people in the pictures can LARP as self-sufficient farmers. I want solarpunk art to be punk, not solarneoliberal so I want to make it clear that this future is genuinely equally distributed. I want to imagine the industry of a society almost obsessed with internalizing externalities. I want to see "but what happens with the waste?" and "where will the power come from?" affecting their every decision.

I think that society might be proud enough of whatever solutions they come up with to put them on a postcard.

I decided to start with steel recycling - steel and concrete production are both incredibly fuel-heavy industries, and society needs a certain amount of both to work, especially when rebuilding. Both take tremendous amounts of heat to produce.

I decided to try a scene where that heat was provided by a solar furnace using a ton of computer-controlled mirrors arranged stadium-seating style on the walls of an old pit mine, and a massive parabolic concentrator focusing the light on something like a blast furnace. I know almost nothing about steel manufacturing or solar furnaces so I'm certain my attempt to smash them together gets a lot of details laughably wrong (ironically steel can be smelted just fine using an electric arc furnace, so it'd probably be easier to just use existing industry technologies and hook it up to a green grid. I might try another junkyard someday scene showing that someday.) Perhaps cement production would have been a better fit for a solar furnace but I think that would require even longer stretches of heat.

I chose the design of the solar furnace with the giant parabolic mirror because they’re an established technology – several of these things exist in real life, and that seemed like a safer bet. Perhaps a better design would have been to do the scene in reverse, without the parabolic concentrator. Place the furnace up on the cliff, looking out over a massive, rising field of mirrors, all aimed at the furnace like a solar collection tower. Maybe I’ll do that one someday too.

Possibly these folks would use an electric arc to get the furnace primed in the morning, and the solar furnace to heat it through the day. I imagine the place is just as busy at night, with crews cutting and sorting scrap and preparing the mix of metals in the skip cars for the day shift.

One thing I really like about solar furnaces (and the reason I wanted to use one in a scene of heavy industry, even when I’m not sure about the practicality of the idea) is that they’re so simple. Mirrors, framework, and established formulas for overall shape, and you can produce incredible heat - up to 3,500 °C. The materials are commonly available, and require very little tech base to produce or assemble, and they can take some of the highest-resource-consuming tasks off the grid. They’re not as reliable as electric power, and that’s a trade-off, but the right combination of technologies, and some adjustment of expectations and schedules, could significantly drop the overall, societal requirements for the collection and storage and distribution of electricity.

I think it’s very much worth considering all sources of power, but also reconsidering some ways we’ve industrialized around profit motives and while ignoring externalities. A lot of technologies were in use recently (last 100 years) that might be a better fit for a more solarpunk world, but were dropped because they weren’t as fast at making product, or because modern power or fuel are so cheap.

And I think there are some cool old designs with potential (and, as always, tradeoffs). For example, in all the scenes I’ve done and have planned, you’ll see cable-powered streetcars and trains, rather than battery-powered electric busses. I’m not against batteries by any means, but they’re a limited resource. Streetcars worked fine for decades long before batteries were anywhere near efficient enough to move a vehicle they were onboard, and having the cars powered directly by grid the means more batteries available for other tasks, or simply less need to destroy habitats mining for the materials to make the kind of maximum-efficient batteries needed for onboard vehicles (and fewer to recycle after they’ve been used and reused long past the end of their functional life).

As for the negatives of a solar furnace, for one, they’re absolute hell on local birds. They’ll burn up anything that flies through the solar flux. (I’ve got a workshop design in the works where the dangerous parts are indoors, which I actually prefer). They depend on clear skies, not just of clouds but airborn dust, smoke, and haze can severely impact their effectiveness. Perhaps a more solarpunk world would have a different pace of life, less need to grind. Maybe the workers would be essentially on-call and if weather is good enough that day, they get on a train to the site, and if it isn’t, they get the day off, work at a different site, or perhaps the steel co-op pays them to help with other work in the community. A place that prioritizes minimizing harm over profits would likely be a very foreign country to all of us.

3
submitted 1 year ago* (last edited 1 year ago) by JacobCoffinWrites to c/music
 

Also recommend "Both My Jobs" and "Burdensome Thoughts"

 

I know dams can mess up habitats, cutting fish and eels off from their full range or from their spawn points. But I'm also a big fan of using energy in the form we receive it (use solar light/heat for machining with focusing mirrors and lenses, use kinetic energy from windmills or water wheels to drive tools industrial revolution style, skip the lossy conversion into electricity and back again. I've got a workshop design in mind, what can I do to make a water wheel more okay?

 

I'm asking mostly because I want to include them in some solarpunk art I'm planning, but I can see building one at some point - it lines up well with my interests in making things and getting more self-sufficient - I like the idea of being able to cook without fuel.

But if I'm going to show them, I want to make sure I'm depicting them accurately and doing my world building decently. I'm hoping someone here has some experience with them,

I have a few scenes in mind where I'd like to include some form of solar cooker or smelter:

  • A work crew outside, possibly people salvaging cars, fixing a road or track. They'd probably be using a small, foldable parabolic cooker to make tea or heat soup?
  • A cookout with a bunch of different people making different things
  • An offgrid homestead (possibly combined with above)
  • A scrapyard which is smelting for large projects (it sounds like some very large reflector projects can get this hot but I'm not clear on how to turn that into molten metal yet)
  • Small workshops using some kind of reflector or concentration lens to smelt for sand casting.
  • Maybe just a kitchen.

My questions:

  • What's the best design for different jobs? It sounds like the functionality of these cookers varies pretty heavily by design, so a scene of a cookout would probably have different ones doing different jobs - maybe one or two bigger ones built in to the yard or house, and portable ones people brought? A small workshop can probably build a good enough lens-based solar concentrator or reflector (not sure which would work best from what I've read yet) but the junkyard would probably need the giant reflector setup, right?

  • How do you picture changes to cooking infrastructure? At least around here, kitchens are kind of built around gas or electric stoves, and woodstoves before them. A solar cooker would need to be close enough to be practical (I'd currently be carrying whatever I'm working on down several flights of stairs to reach good sunlight) Would we see more kitchens with attached decks? Built at least partially in glass sunrooms? Built on the roof or with some kind of rig that lifts up through the roof? Or just more cooking outdoors? Maybe these would be closer to a grill, where taking your food outside is part of it, and how often you use it depends on household

  • What safety mechanisms can I show? It sounds like depending on the design, it wouldn't be hard to accidentally point the light at something flammable (even if it's not at the ideal focal length could it still ignite?) Is there a risk of eye injury, sunburn, or anything else I should add precautions for?

  • It sounds like these take longer, and are perhaps closer to a crockpot, where you just leave them cooking for a long while. Worldbuilding-wise, how different would the cooking experience be, and are there any interesting impacts on a solarpunk society (which might already be lived in at a different pace, or placing emphasis on different things).

Thank you very much for any input!

 

The second photobash in what I hope will be a series; a bit larger and more visually interesting than the first. I’ve started thinking of these as 'postcards from a solarpunk future.’ They might not show the width and breadth of this world, but nice scenes of what this fictional solarpunk society would consider aspirational, or values worth showing off.

I feel that for a genre/movement with such a focus on intentionality, there’s a lot of AI art setting the tone online, along with a tendency to accept anything that looks partway futuristic and green, even if it’s a massive cityscape or sort of generically utopian. I want to try to pull the visual aspect towards a more lived-in, human future that sets out to show possibilities/options.

My goals for this one were pretty simple: I wanted to show a setting where cars are no longer the priority, and to show that a solarpunk society will embrace new technology and infrastructure where it’s a good use of limited resources (in contrast to the focus on reusing what’s here that I’m trying to include in other images). I also wanted to show that there’s room for more than one solution (and more than one kind of lifestyle) as with the bicyclist towing a kind of traditional-looking wagon.

As with the other photobashes, there are ruins in this scene. One of my overarching goals is to keep these pictures from looking utopian or like some kind of scratch-built future. Things will be messy, resources will be scarce, and tasks will go undone. As in our world, the debris of abandoned projects will pile up around human society, no matter how good its intentions are. I’m pessimistic enough to see bad times ahead, but I want to emphasize in these that that doesn’t mean giving up. For me, that’s a big part of the appeal of solarpunk, that the people in it keep working to mitigate the damage at any level they can access, and will try to rebuild more deliberately, carefully when they can. So these scenes are a little postapoclyptic, with hopefully a more inclusive, vibrant, and colorful society on the other side.

 

cross-posted from: https://slrpnk.net/post/2137460

Another postcard from a solarpunk future. Leaning in on the postcard thing this time. This is kind of a mix of a traditional photobash and the style I’ve been using/making for a rural cyberpunk comic I’ve been working on. The difference is that this time I kept the source images underneath the line art, and used them for the color, whereas with the comic, I convert each element to lines individually, then combine and draw over them, and then color by hand underneath. As with the rest, it’s collaged together from images from all over the place, mostly textures.com, pexels, freepik, and of course, the lowes, amazon, and home depot websites, plus some screenshots of 3d models. I’ll disclose that I did use AI art for two elements of this one, I asked a friend’s midjourny bot to make the deer spraypaint mural, and the colorful mandala I used on the street car.

This was a scene I’d been picturing for awhile, I started building a more dynamic, two point perspective, but kept coming back to this flatter version whenever I thought about this building. I got talking with my SO about the streetcar in that scene, and realized that’s what I could put in the foreground here. That, and the simplicity of the design and the fact that I could bang it out in a couple days, convinced me to just go ahead and make this one too. It’s brighter, and different than most stuff I’ve made, but I’m pleased with it just the same.

I imagine this building is somewhat well known in this fictional place. I think it was probably converted into living space while the world was busy being a little more postapoclyptic than solarpunk, with new residents just scavenging materials from whatever they could. It’s since grown into a sort of community art project, proud of its history, squatters rights, and the reuse of its materials. The first floor is mixed residential/commercial space (you’d almost have to go out of your way to keep a former parking garage from being handicapped accessible, but I figure some first floor places would make things much easier). The roof is covered in a fruit tree orchard, I used apple, pear, and peach trees, all carefully found and cut out in detail before completely blasting them to get them to fit the style I was picturing. I figure these are planted in big planters, rather than directly on the surface of the roof. The building can support it, but standing water, especially in places that freeze, can be really bad for buildings, and tree roots can crack concrete just as well as ice.

As I said, I thought a lot about the design we'd use for the streetcar. My SO and I had some good conversations about aesthetics and what they implied because of genre conventions, down to real world infrastructure, maintenance, and the role of community in a project like this. We considered cyberpunk designs, with all kinds of planes and angles and sleek black coatings, to things that looked halfway like boats or other weird contraptions.

I was torn between wanting its purpose to be visually clear at a glance, and wanting to show something genuinely strange or futuristic.

I settled on a 1910s-ish streetcar for the base both because it's visually clear, and because I think it might be a practical starting point for a society that's trying to rebuild from scratch using entirely local manufacturing. The design is kinda crude but it's proven - streetcars like this were ubiquitous in the US once upon a time. And they used 1910s-era motors, controls, metallurgy, and manufacturing. It feels like this would be a reasonable starting point, especially with a ready supply of scavenged components and high quality metals laying around above ground in the form of existing vehicles (even wrecks).

I like to imagine that this is a newer phase in this citys' public transit infrastructure, that they're starting to standardize their vehicles to simplify things. I like the idea that the first generation of these streetcars were genuinely a community project, that the city/public transit folks settled on some specifications and devoted their limited budget and manufacturing to producing standardized bases, (basically the bottom frame, wheels, motors, and pantograph rig) and that people built the carriages out of whatever they had access to. Each streetcar would be a unique, craft-built contraption, sort of 'public transit by way of Weekend Wasteland.' All kinds of crazy streetcars made from campers, boats, old school buses, whatever people had access to. City safety inspectors and a committee of local people with an emphasis on the disabled, would review each one and specify any necessary changes. This got them a fleet of ready streetcars quickly, allowing them to start providing services while more slowly manufacturing standardized ones to replace the most problematic of the home-built machines.

The slow standardization would be somewhat contentious within a community that took pride in building it's own infrastructure, and in the art-like variety. They might chafe at standardization and formalization, like it's a sign that society is stratifying again. Though the convenience of a more reliable transit network might help balance it out. As a nod to the artistic spirit and history of the fleet, the new vehicles are painted uniquely by members of the community.

Previous postcards:

https://imgur.com/gallery/BJHdVTP https://imgur.com/gallery/hefGfW6

10
submitted 1 year ago* (last edited 1 year ago) by JacobCoffinWrites to c/art
 

Another postcard from a solarpunk future. Leaning in on the postcard thing this time. This is kind of a mix of a traditional photobash and the style I’ve been using/making for a rural cyberpunk comic I’ve been working on. The difference is that this time I kept the source images underneath the line art, and used them for the color, whereas with the comic, I convert each element to lines individually, then combine and draw over them, and then color by hand underneath. As with the rest, it’s collaged together from images from all over the place, mostly textures.com, pexels, freepik, and of course, the lowes, amazon, and home depot websites, plus some screenshots of 3d models. I’ll disclose that I did use AI art for two elements of this one, I asked a friend’s midjourny bot to make the deer spraypaint mural, and the colorful mandala I used on the street car.

This was a scene I’d been picturing for awhile, I started building a more dynamic, two point perspective, but kept coming back to this flatter version whenever I thought about this building. I got talking with my SO about the streetcar in that scene, and realized that’s what I could put in the foreground here. That, and the simplicity of the design and the fact that I could bang it out in a couple days, convinced me to just go ahead and make this one too. It’s brighter, and different than most stuff I’ve made, but I’m pleased with it just the same.

I imagine this building is somewhat well known in this fictional place. I think it was probably converted into living space while the world was busy being a little more postapoclyptic than solarpunk, with new residents just scavenging materials from whatever they could. It’s since grown into a sort of community art project, proud of its history, squatters rights, and the reuse of its materials. The first floor is mixed residential/commercial space (you’d almost have to go out of your way to keep a former parking garage from being handicapped accessible, but I figure some first floor places would make things much easier). The roof is covered in a fruit tree orchard, I used apple, pear, and peach trees, all carefully found and cut out in detail before completely blasting them to get them to fit the style I was picturing. I figure these are planted in big planters, rather than directly on the surface of the roof. The building can support it, but standing water, especially in places that freeze, can be really bad for buildings, and tree roots can crack concrete just as well as ice.

As I said, I thought a lot about the design we'd use for the streetcar. My SO and I had some good conversations about aesthetics and what they implied because of genre conventions, down to real world infrastructure, maintenance, and the role of community in a project like this. We considered cyberpunk designs, with all kinds of planes and angles and sleek black coatings, to things that looked halfway like boats or other weird contraptions.

I was torn between wanting its purpose to be visually clear at a glance, and wanting to show something genuinely strange or futuristic.

I settled on a 1910s-ish streetcar for the base both because it's visually clear, and because I think it might be a practical starting point for a society that's trying to rebuild from scratch using entirely local manufacturing. The design is kinda crude but it's proven - streetcars like this were ubiquitous in the US once upon a time. And they used 1910s-era motors, controls, metallurgy, and manufacturing. It feels like this would be a reasonable starting point, especially with a ready supply of scavenged components and high quality metals laying around above ground in the form of existing vehicles (even wrecks).

I like to imagine that this is a newer phase in this citys' public transit infrastructure, that they're starting to standardize their vehicles to simplify things. I like the idea that the first generation of these streetcars were genuinely a community project, that the city/public transit folks settled on some specifications and devoted their limited budget and manufacturing to producing standardized bases, (basically the bottom frame, wheels, motors, and pantograph rig) and that people built the carriages out of whatever they had access to. Each streetcar would be a unique, craft-built contraption, sort of 'public transit by way of Weekend Wasteland.' All kinds of crazy streetcars made from campers, boats, old school buses, whatever people had access to. City safety inspectors and a committee of local people with an emphasis on the disabled, would review each one and specify any necessary changes. This got them a fleet of ready streetcars quickly, allowing them to start providing services while more slowly manufacturing standardized ones to replace the most problematic of the home-built machines.

The slow standardization would be somewhat contentious within a community that took pride in building it's own infrastructure, and in the art-like variety. They might chafe at standardization and formalization, like it's a sign that society is stratifying again. Though the convenience of a more reliable transit network might help balance it out. As a nod to the artistic spirit and history of the fleet, the new vehicles are painted uniquely by members of the community.

Previous postcards:

https://imgur.com/gallery/BJHdVTP https://imgur.com/gallery/hefGfW6

 

I'm planning out a photobash (hopefully part of a set) showcasing options and possibilities for a more solarpunk world. My goal for these is for them to be a more practical and actionable view of a solarpunk society, more than just green skyscrapers or super scifi-looking places. I'm mostly setting these in a post-crumbles setting, with a focus on rebuilding in a more thoughtful and inclusive way. I want to try to illustrate solarpunk concepts and themes directly. 

I've done a co-op salvaging technology for reuse, and a high speed railway, and I'd like to take a shot at showing the places where people live next - just a street at a time, so not every scene will check every box, but I'd very much like to source ideas to include while I'm still planning layouts.

I've got a few different elements I'd like to include already (again maybe not all in one scene):

  • More colorful buildings, emphasizing buildings as a canvas for art from graffiti to commissioned murals
  • Lots and lots of trees. I like the idea of a street/path layout that provides each building with some kind of vehicle access (for firetrucks and ambulances and handicapped people, along with day-to-day things like moving trucks, large items deliveries, construction vehicles) while converting many roads to forested bike and pedestrian paths. At the very least, more tree-lined streets
  • Streetcars/streetcar cables overhead (emphasizing public transit)
  • options for a Third Place, where people can be outside home or work without having to be customers or tresspassers (I really don't have any of these yet)
  • Alternate uses of existing structures and resources; I want to avoid the feeling of a scratch-built or utopian future. I'm currently working on a parking garage converted to living space with colorful facades between the concrete, and a farm, park, or forest (I haven't decided yet) on the roof
  • The tech salvage co-op from last time delivering a laptop or running wires, building a meshnet
  • Green energy, solar and wind in realistic locations (so not much wind in the cityscapes, I suspect) especially in a setting where infrastructure has been neglected and rebuilt
  • Alternatives to corporations, and an emphasis on society being run by and for regular people
  • Alternatives to cars; bicycles, rickshaws (pedal-powered and electric), 
  • Fruit trees, public gardens

If you have any additional elements, ideas for scenes/combos of elements, or specific ways you think things should be shown, and especially practical considerations, please let me know. It's a lot easier to work those in while I'm planning rather than trying to work on it once layers are all tangled and perspectived.

It's been awhile since I did proper full colors and textures photobashes, and I'm still working on the more loose/casual style, but I'm getting a bit better as I go, I'm happy to take ideas.

Also, I'd also like to do some more non-city scenes, rewilding, smaller communities linked by public transit, but don't have any specifics yet.

 

cross-posted from: https://slrpnk.net/post/1997731

The second photobash in what I hope will be a series; a bit larger and more visually interesting than the first. I've started thinking of these as 'postcards from a solarpunk future.’ They might not show the width and breadth of this world, but nice scenes of what this fictional solarpunk society would consider aspirational, or values worth showing off.

I feel that for a genre/movement with such a focus on intentionality, there's a lot of AI art setting the tone online, along with a tendency to accept anything that looks partway futuristic and green, even if it's a massive cityscape or sort of generically utopian. I want to try to pull the visual aspect towards a more lived-in, human future that sets out to show possibilities/options.

My goals for this one were pretty simple: I wanted to show a setting where cars are no longer the priority, and to show that a solarpunk society will embrace new technology and infrastructure where it's a good use of limited resources (in contrast to the focus on reusing what’s here that I'm trying to include in other images). I also wanted to show that there’s room for more than one solution (and more than one kind of lifestyle) as with the bicyclist towing a kind of traditional-looking wagon.

As with the other photobashes, there are ruins in this scene. One of my overarching goals is to keep these pictures from looking utopian or like some kind of scratch-built future. Things will be messy, resources will be scarce, and tasks will go undone. As in our world, the debris of abandoned projects will pile up around human society, no matter how good its intentions are. I’m pessimistic enough to see bad times ahead, but I want to emphasize in these that that doesn’t mean giving up. For me, that’s a big part of the appeal of solarpunk, that the people in it keep working to mitigate the damage at any level they can access, and will try to rebuild more deliberately, carefully when they can. So these scenes are a little postapoclyptic, with hopefully a more inclusive, vibrant, and colorful society on the other side.

 

The second photobash in what I hope will be a series; a bit larger and more visually interesting than the first. I've started thinking of these as 'postcards from a solarpunk future.’ They might not show the width and breadth of this world, but nice scenes of what this fictional solarpunk society would consider aspirational, or values worth showing off.

I feel that for a genre/movement with such a focus on intentionality, there's a lot of AI art setting the tone online, along with a tendency to accept anything that looks partway futuristic and green, even if it's a massive cityscape or sort of generically utopian. I want to try to pull the visual aspect towards a more lived-in, human future that sets out to show possibilities/options.

My goals for this one were pretty simple: I wanted to show a setting where cars are no longer the priority, and to show that a solarpunk society will embrace new technology and infrastructure where it's a good use of limited resources (in contrast to the focus on reusing what’s here that I'm trying to include in other images). I also wanted to show that there’s room for more than one solution (and more than one kind of lifestyle) as with the bicyclist towing a kind of traditional-looking wagon.

As with the other photobashes, there are ruins in this scene. One of my overarching goals is to keep these pictures from looking utopian or like some kind of scratch-built future. Things will be messy, resources will be scarce, and tasks will go undone. As in our world, the debris of abandoned projects will pile up around human society, no matter how good its intentions are. I’m pessimistic enough to see bad times ahead, but I want to emphasize in these that that doesn’t mean giving up. For me, that’s a big part of the appeal of solarpunk, that the people in it keep working to mitigate the damage at any level they can access, and will try to rebuild more deliberately, carefully when they can. So these scenes are a little postapoclyptic, with hopefully a more inclusive, vibrant, and colorful society on the other side.

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