3d technology task two
DESCRIPTION
3D Technology Task Two Research ProposalTRANSCRIPT
3D Computer Technology
Task Two
Research Proposal
By Robert Dyke
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Proposal
I propose to create and model a character, which could be adapted to be used in a computer game. This shall be done by using a digital sculpting application for creating the detail of the character (such as Autodesk’s Mudbox, or Pixologic’s ZBrush). This will then be textured, with additional detail added to the figure. A retopologised version of the character will be considered for creation, should this process be necessary in order to allow it to abide by the limitations of game engines.
As this propsal will lead to an artefact which needs a large quantity of modelling skills, the majority of research is made up of practical work. This has come from looking into a variety of sources, mainly concerned with character modelling techniques and strategies. This has ranged from tutorials in text books, to website advice and examples. Here is a brief break-down of the research that I have been looking into.
Table of Contents
Proposal ................................................................................................... 01
Table of Contents ................................................................................................ 01
3Ds Max conventional ‘box’ modelling techniques ........................................... 02
Digital Sculpting - Mudbox ...................................................................................... 04
Retopologised character research ................................................................ 05
Reference material and Blog address ................................................................ 06
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3Ds Max conventional ‘box’ modelling techniques
Initial Development
This was my first attempt of making a head. This was done so, using a tutorial on YouTube. Unfortunatley, the tutorial clip is sped up as it is a lengthy process and as a consquence has been difficult to follow. In addition to this, as it is a first attempt, it was not sucsessful but did show me the many problems that may occur. This was created using 3Ds Max.
YouTube link: http://www.youtube.com/watch?v=eYAWAK1_6Gw&feature=related
Female Figure
This was a much more of a sucsessful attempt at following a model based tutorial. This was alsoproduced using 3Ds Max. This gave me an insite into how to manipulate simple shapes to create a more recogniseble form. Thedevelopment of this modelcontinues onto the next page.
3Ds Max conventional techniques - continued
Female model - continued
The research and development into this model has resulted in the image above. I am very pleased with the outcome of this tutorial as it has showed me many issues which can exist when constructing detail of limbs and recreating realistic features. Unfortunatley, this tutorial is quite lengthy and so the head, legs and feet have not yet been created.
The link for this tutorial is: http://www.arildwiro.com/tutorials/modelling/body/body01.html
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Digital Sculpting - Mudbox
Initial Development
This was a tutorial supplied by the book titled ‘Digital Sculpting with Mudbox’ and is aimed at introducing the concept and tools to create a pepper. Although this is not a human, or character tutorial, it does provide the initial skills and knowledge for beginners. I am very happy with the outcome and has given me an insite into the technology. The next digital sculpting tutorial to be completed will be a character. This may be done using Mudbox, or ZBrush.
Book source - Mike de la Flor and Bridgette Mongeon. Digital Sculpting with Mudbox. (Focal Press, 2010)
The details for another book which I intend to use in the near future are as follows:
Scott Spencer. ZBrush Character Creation: Advanced Digital Sculpting. (John Wiley & Sons 2008)
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Retopology Research - Hi-Low Poly
This research has looked into the process of creating a mesh over a hi poly sculpture. The ex-ample above is a basic human figure, which has been taken from Mudbox and placed into 3Ds Max. A series of continuous planes were then placed onto the sculpt whilst paying close atten-tion to increasing the size of the quads, or topology. This was a good oppurtunity to explore this technique; one which is actively used in the games industry in order to reduce the size of the model, or object without sacrificing the overall shape of the orignal. This technique may be used for the last artefact (Task Three). A great source of information for this was found on the websites below.
CG Society Forum - http://forums.cgsociety.org/archive/index.php/t-434136.html
3D Coat - http://www.3d-coat.com/tutorial/free-tutorial/retopology/
Reference Materials
- YouTube link: http://www.youtube.com/watch?v=eYAWAK1_6Gw&feature=related
- 3Ds Max Figure Tutorial: http://www.arildwiro.com/tutorials/modelling/body/body01.html
- Mike de la Flor and Bridgette Mongeon. Digital Sculpting with Mudbox. (Focal Press, 2010)
- CG Society Forum - http://forums.cgsociety.org/archive/index.php/t-434136.html
- 3D Coat - http://www.3d-coat.com/tutorial/free-tutorial/retopology/
Blog Address
All of this research has been closely annotated and recorded in detail in the following blog:
http://robertdyke3dcomputertechnologies.blogspot.com/
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