3D Week 8 – A Facial Like No Other

Greetings!

Most of the week has been dedicated to pick myself up from last week when it came to 3D modelling that needed to be done. There has been a load of work to do in school, and still is, I might die soon. But this week is done and I can take a new breath and slave on!

So this week in class we went through face typology and how to build it. Luckily for me, typology of the face is what I’ve been studying the most of when it comes to typology before this class so this wasn’t too hard.

The class before Wednesday we were given the chance to “scan” our own face and build our typology over it. Something I looked forward to. You take pictures of the object you want a 3D model of from several different angles, you then load them into Autodesk 123D Catch, and the program with some help from you puts the pictures together and creates a 3D model. Sadly my face was unsuccessful in creating an accurate 3D model, mostly because most of the photos taken was out of focus which was a bit of a shame.

This technology is amazing to me. It’s an amazing tool to create a model quickly and then build your typology over that, it changes your workflow and at times would make it a lot quicker.

Lets have a look at the face and its typology made by me!

  1. The star. A formation you don’t really want but can’t get rid of when it comes to the face. It’s placement is rather important since if placed wrong (as I have here) it distorts when animating the face later down the line. Ideally it should be a step or two to the left. Right now as I have it, it is right by the loop(3) that will crease when the character smiles which can create some ugly problems.
  2. Both the eye socket and the mouth is layer upon layer of loops that are correctly aligned so there is a beautiful unity and no deformations.
  3. This loop is important to bring some life to the face, make it look more authentic. A very noticeable crease in our face that can really sell it. Plus it can be an adorable trait amongst some.

Like I said before the thing about being able to scan in objects by photos is amazing to me. And when it comes to creating the model in itself it can be a lot quicker than building from nothing. The thing that does take time however is the photo part, getting the right angles, the right lightning, no movement from the object you’re taking photos of, and so on. I can image it being rather difficult.

But the graphical fidelity you can get out of doing so is astounding, a lot of hard work but a big payoff if done right. I don’t think I would like to walk into a world that looks exactly like the real one, I would find that kind of freaky. But the atmosphere you could create by having props that look and feel real to the eye so that they don’t draw attention to themselves would be crazy. In theory you would be able to immerse yourself that much easier and just get lost in the world created without getting pulled out by a strange looking texture and the like. As a gigantic fan of RPGs I could die happy after having played a game that could immerse in the way I image in my head, I get excited by thinking about it! Oh man, can’t wait to see what else the future brings.

Assignment 3 – Step One: Complete

On to the weekly report for assignment 3!

It has been going well, I feel like I’m finished with the complete mesh now and kept myself just under 3k triangles which was the goal, so now it is just to go on to the UV mapping!

 

And that is all I have to say about that.

Have a good one!