I have continued with the figure since my last blog and managed to create the chest, arms and hands. This tutorial is starting to get very complicated and the work flow has consequently suffered.
I have also began the '10 Minute Technology' task and begun research two modelling techniques, which are box, or poly modelling and sculpting. I have so far been reading and taken references from the following:
- ‘Kizamu: A System For Sculpting Digital Characters’, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, By Ronald N. Perry & Sarah F. Frisken, (2001), 47-56
- 'Digital Sculpting with Mudbox', By Mike de la Flor and Bridgette Mongeon (Focal Press, 2010)
- 'The Art of Computer Animation and Effects', By Issac Kerlow (John Wiley & Sons, Inc, 2009)
I have also completed the first tutorial from the 'Digital Sculpting with Mudbox' book. The resulting 'pepper model' may be included in task one as an example.
As my task three will be to create a game ready character, it is my aim to incorporate what I learn from task one and include it in my research proposal for task two. The full presentation shall be posted once it is complete.
Thursday, 28 October 2010
Sunday, 17 October 2010
Post 04 - Figure
I'm currently using a helpful tutorial from a link within the X-stream portal website and have started making a human figure. It is a female torso, which took an evening to make, but I think that it is a great start to the product and may use this method to create the final piece. The tutorial ends with a completed torso and arms. There is also a tutorial for the head and legs, so once I have made the body, I will complete the rest of it. These can be found on the same website. The website for this tutorial web site is located at the end of this blog. Once this is complete, I aim to use the same techniques to also create a male figure, paying attention to the differences in body shape.
Tutorial Website: http://www.arildwiro.com/tutorials/modelling/body/body01.html
Post 03 - Grunt work
After my poor head model, I decided to devote the weekend to learning as much as I could about 3ds Max. I mainly used a book entitled 3ds Max 9 Essentials by Autodesk (Focal Press, 2007). So far it has proved to be a very good and insightful source of information. I have so far completed all tutorials from pages 189-291. I have taught myself a number of tools, techniques and feel that I have a better rounded understanding of the software. From the book, I have added detail to an engine piece, made shapes from the Lathe modifier and made other shapes using bevel profiles.
The next piece of work I am going to start is a prototype for my final product and start modelling a human figure. However, the book I used is in high demand and as been put on hold by someone else through the library. As a result of this, I will be looking at other sources of information, as well as looking into purchasing this and several other books in this area n order to have uninterrupted reading.
The next piece of work I am going to start is a prototype for my final product and start modelling a human figure. However, the book I used is in high demand and as been put on hold by someone else through the library. As a result of this, I will be looking at other sources of information, as well as looking into purchasing this and several other books in this area n order to have uninterrupted reading.
Post 02 - Initial development
Since my last blog, I have attained the week three seminar, which was a brief walk through of 3Ds Max 11. I picked up a couple of pointers and have been focusing on the technical know how since. I am pretty confident now, that my final product will be a couple of characters, which can be animated and used in a game. These will be animated in a short sequence, which will be the tie in with my 3D Animation module. I will be looking into my 10 minute talk topic and researching this by the end of week 4. My first attempt at modelling was a head.
However, this was a bit of a failure as I created too many vertices and certain edges crossed paths, which had an affect on the symmetry modifier (as seen on the nose and brow). However, as all practical work is worth doing, I hope to learn from this prototype.
Friday, 8 October 2010
Post 01 - 3D Computer Technologies
These are a series of posts, aimed at communicating and showing my progression of research. As mentioned in my other blog titled '3D Animation' I aim to eventually combine this module along with my 3D Computer Technologies module to create a synoptic final project.
My initial idea is to create a set of characters in one module, and develop and create an animation in the other. Task One, which is due in on the 17th of November is a 10 minute talk on an area of computer technology. The idea is to critique and evaluate to main techniques, or similar technologies and present the pros and cons of each in relation to what they are supposed to solve or do. I am unsure as that what I am going to research at this point, but my initial idea is to look into a couple of different methods of 3D character modeling methods. This will be confirmed and fleshed out within in weeks time. Running along side this, I also have to develop a Research proposal, which will essentially be presented to the other students and the tutor on what I wish to make for Task Three. In my case, this will be looking into character design and techniques. This blog will be added to as and when more research and development takes place.
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