Friday 22 February 2008

Etude One (1) - Final Concept and Modelling Techniques

For the final concept I decided to simply draw them out in direct reference form for ease when modelling. I created an image in colour based on my reference templates to help accentuate the form of the face e.g. cheeks and act as an additional reference. (Below)




In terms of modelling the character's head I am looking into methods other than fundamental box modelling which I'm accustomed to. Other techniques I have discovered for use in 3DS max include spline modelling and patch modelling. There are several creative practices that I am aware of such as analysing muscle structure and topology as well as reference planes and the two modelling techniques mentioned incorporate this as utilising reference planes with orthographic projection of a character design is key in accurate modelling. There are numerous tutorials that cover the afore mentioned modelling techniques. The first technique I explored was spline modelling which involves creating a line and generally following the edge flow topology or muscle structure and form of the face. These lines will later be converted into polygons and further edited. Tutorials and books I discovered to elaborate on the area of spline modelling focus on the subject of muscle flow and facial muscle structure as detailed character modelling is dependant on this area as a basis of creating accurate head models.



Above image - Available at: http://www.free3dtutorials.com/beginners/3d-max/organic-modeling-part-2.php
[accessed 21 February 2008]


Above image - Available at: http://www.free3dtutorials.com/modeling/3d-max/head-modeling-using-spline.php?page=2
[accessed 21 February 2008]


Many tutorials on face modelling show how the muscle flow is important in establishing facial form and creating the foundations for animating expressions.

Below are my edited designs with muscle flow topology drawn on for muscle modelling reference.





In terms of keeping the character's model low in polygon count books such as "Modelling a Character in 3DS Max" are helpful in showing methods to keep the poly count low by keeping facial features simple.

Additional references used:

(Steed, P., 2001. "Modelling a Character in 3DS Max", Wordware Publising Inc, US.)

Wednesday 20 February 2008

Etude One (1) - Developing the concept

The fundamental purpose of this etude is the exploration of the now common practice of translating 2d design into an 3d concept. The human figure is a familiar form and therefore accuracy is important when creating any degree of realism even when it is skewn e.g. cartoon characters and caricatures. Therefore it is important that I research the structure of the face to allow me to not only accurately design my character but also understand certain factors that I can manipulate effectively for creative purposes e.g. form and proportion. At this design stage I have researched the human anatomy with numerous beneficial resources being analysed.

For example below is a scan of a page from one of Andrew Loomis' Anatomy books which covers a wide range of areas essential for any form of artist studying the human anatomy.



Below this image in particular bares relevance as I am to model a young girls head and the proportions and form are important in visually establishing youth and femininity.




Above images and references cited:

Loomis, A. "Drawing the Head and Hands" [internet].
Available at : http://www.fineart.sk/index.php?s=0&cat=14 [accessed 18-20 February 2008]

In addition there are numerous books that cover the structure of the face with focus on muscle structure, expressions and proportion. Another book that I analysed was Peter Gray's Complete Guide to Drawing and illustration with the chapter called "Making Faces" which covers numerous aspects of head and face design.

These areas are all key in creating an accurate and fundamentally believable design.

Above reference cited:
(Gray, P.,
2007. "The Complete Guide to Drawing and Illustration". Arcturus Publishing Limited)

Sunday 17 February 2008

Etude One (1) - The Concept

The character design that the head model will be created from is of a young girl. I have yet to practice modelling a female character in 3D and this will serve as good practice. In addition by having a young female character this will prompt me to be more concise in my modelling as the girl's facial features will have to be delicately modelled especially since I am keeping the polygon count low, which will result in rougher edges on the final 3D model.

During the creation of the model I will focus on numerous key areas (below).

Facial feature focal areas:

Head shape

Lips

Hair

Below are some initial head concepts I sketched for the character. Proportions and form are important at this stage and will be more so during the modelling to create a convincing 3D model of a young girl.


Saturday 16 February 2008

Etude One (1) - Introduction


Name:


Icarus Hall

Course path:

Digital Animation with Digital Arts

Etude Title:

Character Design and Character Modelling.

For this etude I intend to learn how to efficiently and effectively design and create a character model in 3D Studio Max. I will focus on the head and the eventual concept will be a simple head model that will demonstrate creative simplicity in character modelling. I initially intend to create the model utilising the box modelling technique which I am experienced in but I will research several other methods and techniques to discover how to achieve this more efficiently and evaluate each method through practice, which will be documented. I expect this to aid in my modelling skills in translating character sketch designs into 3D as well as my ability to economise my modelling in terms of the polygon count, which is vital in exporting 3D models into game engines. My initial ideas for the final project involve creating a 3D character and therefore this a key skill in the creative process. Ultimately this will be an exploration in the translation of 2D design into a 3D format, which is now common place in architectural design with the aid of such programs as AutoCAD. In character design the process encompasses many techniques and outside influences from the 2D art stage which in itself is a hybrid of elements and influences to the 3D format which allows the artist to further incorporate or mix various influences and references.

References:

www.autodesk.co.uk/autocad [cited: 16 2nd February 2008]