Wednesday 5 March 2008

Etude Two (2) - The Concept

In this etude I will be practising texturing techniques on the head model created in the 1st etude as well as simple geometric shapes that will be slightly edited e.g. eyeballs, small metal objects, tables etc.



Techniques I'm aware of include normal and displacement mapping as well as other software that aids in creating more detailed surfaces on models such as Z brush or Mudbox. However I will utilise custom mapping purely within 3DS Max and Photoshop to create the desired effect with focus on visually enhancing the head model and eyes.

Below is an example of an unwrapped model that has been textured in several formats to enhance details once reapplied.



Above image - Available at:http://www.cgarena.com/freestuff/tutorials/zbrush/wolverine/image037.jpg
[accessed 4 March 2008]

A key element of texturing is to recreate real world elements in 3D or enhance the realism of a 3D piece. This essential technique in 3D art is fundamentally a hybrid of design elements, for example the taking of photographs of a wall and applying it to a 3d model of a wall which can be further enhanced in its realism with correct lighting and additional texture enhancements e.g. displacement and bump maps.

In 3DS Max there is also a plugin available called Deep UV which is supposed to aid in the texturing process, therefore I may explore the use of this in my texturing process.

Technique Evaluation

Although techniques such as Normal mapping are very important in modelling its key area is gaming and the simulating of a high res model on a low polygon model, which is achieved through careful material map editing that will be used to manipulate the manner in which light reacts to the models surface. A good technique but ultimately not required for my piece as I aiming to create a simple 3D character model that is close to the original concept in 3D and doesn't require too much intricate details which normal mapping could provide. Displacement mapping may be more of use which is essentially the same as normal mapping but serves the purpose of creating greater detail on an already detailed model i.e. similar to a bump map which creates the illusion of depth e.g. spots and lumps.

References:

Ahern, L., 2006. "3D Game Textures: Create Professional Game Art Using Photoshop". Focal Press Publishing

http://www.mudbox3d.com [accessed 4 March 2008]

http://www.pixologic.com/ [accessed 4 March 2008]

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