Monday, 23 February 2009

Polygon modelling method



I start off my using reference photo. THen I place a plane (single polygon) on the eyelid. After, I select an edge and press shift and hold and drag to another direction and shape it to make the eye. After doing the whole face from the front, I work using a side view of the face and start moving vertices to fit the reference photo.

Artefact 2

For this artefact, I have concentrated on head modelling. The face is a very important part of the body because it is the part that people (usually) look at and use to communicate. I have used Angelina Jolie as reference using a front and side image of her. I also used a book called 'Virtual Vixens' which helped me work out how to model the face and head in a fairly quick manner. However some finishing touches took a long time and I needed to get it as close to perfection as possible.

Considering this is the most realistic human part I have ever done, it will also need a realistic matching body as well. I decided to model the head seperate because I find it easier because you can concentrate on just the face rather than have the whole body already attached. After, I will attach the head onto the seperate body mesh.

This head is high poly. I HAVE used turbosmooth with 1 iteration so that it has a smooth rendering finish. Turbosmooth is something I have tried to avoid but for still images its perfectly fine whereas for games, this head wouldn't need that much polygons.

PolyCount: 22,099 VertCount: 15,840. (Turbosmoother ON)

AND DUH...I FRIGGIN COLLAPSED THE STACK SO I CANT GO BACK!

Artefact 2

Friday, 20 February 2009

1st character character overview

HAIR MODELLING DONE AND FACE TEXTURE IMPROVED


GOSH! TOOK FRIGGIN AGES BUT HEY...SHE IS SOOO SEXY!!!

Exhibition Idea?



Hmm, im not good at organising stuff like this...

But...Pop Art? Come one ppl...my skin is brown and i dont really want myself to have blue, red or orange or wotever colour other than brown skin. Theres other ways to be creative than copying some lame freak who does wank art...

I watched a video about him in college...wot a complete tosspot, incest noob...

Ahyhow, theres my opinion and i have no suggestions but I like Ians idea of medieval theme. That would go down a treat. At least you will look like your real self.

Thats wot COULD look like if i was pop art...makes me sick... lol

Thursday, 19 February 2009

lab girl head DONE!


omg! i hate doin heads n hair but hey, i think it came out well.

Tuesday, 17 February 2009

Monday, 16 February 2009

concept characters






Here are some concpet sketches

Ians almost finnished to rig model


Im sending Ian all my base models so he can rig them while I refine the them.

Wednesday, 11 February 2009

Face detail and texture



I have tried to experiment with realistic textures and photoshop painted textures to go on the face of the female lab assistant. My thoughts are that the realistic female face should have an accompanying realistic body which I HAVENT done to make this less complex and time consuming. I quite like the photoshop painted face because it would suit the style of the body better. The image below is the painted face UVW template for the unwrapped face.

Face model


Here is just an idea which I might even use as a face for the female.

Tuesday, 10 February 2009

Lab computer UPDATE



ok so after some good criticism, the last one looked like a laptop. THIS ONE looks like a lab computer that does loads of differnt things which i have no clue about.

Sunday, 8 February 2009

A few objects for the scene



a scientific complex PC and a generator.

Client Project Concept





Here are some concept characters to be used in the animation. Female is a random lab assistant, and the robot will appear somewhere.

Monday, 2 February 2009

Client Project Brief

Sponsored by Science Museum

The brief
Create a short animation (no more than 90 seconds) that will capture the imagination of 8-14-year-olds, taking the bizarre, wonderful, non-existent existence of the black hole as your starting point.

Ok, this is an interesting brief yet somewhat daunting.

Black Hole theories involves alot of complex equations and scientifical research. The truth is, black holes are the remainders of dead stars which then create a MASSIVE force of gravitational pull.

Many people ask what would happen if they were to enter a black hole. Some say that you could end up in another wordly dimension, some say you time travel but the most horrifying accurate truth of a entering a black hole is the fact that you would DIE!

In fact, you would not even be alive to even get close to entering the black hole. Since the forces can reach extrememly far, if you get to close, you would be crushed and killed VERY quickly.

Same as in water, if you dive down too deep into the ocean, your ears would start to implode and your body would implode meaning your ribs will inter collapse therefore crushing your vital organs and the same with your head. This is because there is such an enourmous weight which is surrounding you.

So, to get kids to be intersted in a black hole is difficult. There would be two ways of telling them about the hole.

1. Another fantastic dimension exists beyond the black hole.
2. THe hole brings only death and destruction.

Death is probably not the wisest thing to tell the kids but some kids are quite mature at the age of 8 and 14.

I think the best way to work around the whole 'death' theory is to bend the truth. Where perhaps death is mentioned but not to a large extent.

A kids imagination is very intricate and has no limits. Therefore, teaching kids about the black hole and what exists beyond the black hole, can be anything.

But why teach them lies wen later they will find out that you DONT enter a different world but actually end up gettin killed.

Lots to think about.

Sunday, 1 February 2009

Personal Research Project First Artefact!

.........................................................................
In my first artefact, I decided to experiment with visual quality. With only 1023 polygons I have attempted to model the character with as few polygons as possible although it is possible to have even fewer polygons. The hands, feet and especially the face needed the most attention to detail which required more polygons. Simplicity was crucial during this experiment because low poly characters in games or art still need to have certain credibility. This is mainly achieved with texturing and lighting.
Despite some companies having strict poly counts, low poly characters for games still need to be visually effective. For the modern and extreme gamer, graphics, high poly modelling and high resolution texturing and atmospheric lighting is important and now that technology is improving rapidly, the demand for these things are high. Games with low polygon characters and environments and not very detailed texturing may appear lifeless and static. However, despite the low poly count, the textures can make a significant difference. Blizzards World Of Warcraft achieves this method. Although the textures are not extremely detailed as perhaps they should be in this day and age, the game atmosphere and fun is still preserved and continues to be the most played MMO (Massive Multiplayer Online).
I will try to achieve a similar quality with only 800-50 polygons. I will also attempt to create acceptable textures to map onto my character. Low poly characters are usually human or creature which are both organic and that is difficult to achieve with a low poly count since they require a certain amount of smoothing. I have not used any smoothing technique on this character such as turbo smooth or mesh smooth. The game engine should be able to render it smoothly for in game use.
....................................................................

FIRST ARTEFACT!