Sunday 9 March 2008

Etude Two (2) - Analysis and Developing Elements

Real world references are a major influence in the texturing process and although it may be presented in a 2D format i.e. images, it is essentially analysed for 3D purposes which is why lighting awareness and techniques are incorporated into the process. By extracting elements from the real world artists are able to synthesise convincing media for use in their artwork. This is a key skill which in itself is a hybrid of multiple forms i.e. the analysis of the properties of textures and surfaces and the manner in which it reacts to light. This itself is a skill that requires analysis in the 3D sense much like a sculptor. Therefore these are factors to consider when creating my materials.

Below is an example of a work flow in creating a texture for a 3D model. Skin textures are taken from wildlife photographs to help add detail to the model's texture and is essentially a hybrid of a custom palette and real world elements to be applied onto a 3D model.



Above Image available at: http://www.bobotheseal.com/Skinning_mini-tutorial_01.htm [accessed 9th March 2008]

Material 'shaders' are a key element in most 3D programs and generally dictate the lighting and rendering properties of a texture and deserves careful attention. For my face texture I need to customise or acquire a good skin shader that will carry realistic properties of skin this will be aided by multiple maps assigned for different properties e.g. specular and bump levels. Ben Cloward is an example of an artist that has aided in this customisation process as he has designed and created a small set of shaders for use within 3DS Max for such key texture surfaces as skin that I may consider using to enhance the texture I will create.

References:

Available at:

http://www.bencloward.com/shaders_skin.shtml
http://www.autodesk.co.uk/adsk/servlet/index?siteID=452932&id=9898976

[accessed: 9th March 2008]

Key Points

As my character model is of a young girl there are certain artistic factors to consider when creating the texture.In addition as she is young the signs of age would be less apparent or just absent i.e. wrinkles and skin discolouring. Therefore the texturing process will be focused on accentuating the facial features to enhance a youthful look (much like make up). Also my original concept is intended to be generally cartoon like but with some real world references so I will be using a slightly off palette selection of colours instead of a more realistic skin palette.

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