3D Computer Graphics I: Face Modeling and ‘Photogrammetry’

Human faces has always been my favorite motif when drawing, so learning how to model a face obviously strikes my fancy right away. When looking at the theory behind a good edge flow in relation to actual anatomy, it’s very logical and therefor easy to grasp. But nevertheless, it’s not easy to master. I’ve only scraped on the surface of face sculpting and it’s very complicated in practice no matter how much sense the theory makes.

We got to try on using facial scanning as a starting point to make a face. We started building edge loops around the eye and mouth but did not have time to do more that day. I really liked the impression I got from it and wanted to make a complete face when I get the free time for it. In this specific exercise, the facial scan was supposedly made out of 9 photographs from different angles but mine failed and I got a previously existing scan. This scan is most likely made out of a much larger number of photos, since it covers the head from all around. We have been using the trial version of 3D Coat to build a model on top of the scan, which I find to be one of the most user friendly software I’ve tried in this course so far. I am leaning towards buying it now when the trial runs out.

face

My trial run on modeling on top of a facial scan. I learned that one has to place the loops very contumaciously for the model to animate well, which is why it took a couple hours for a newbie just to get this far.

We were also assigned to read an article about the ‘Photogrammetry’ in ‘The Vanishing of Ethan Carter’, an upcoming game. It’s basically the same technique as we did with facial scanning but even more expansive and thorough. The graphics department uses this technique a lot for the environment, which gives a very authentic, believable look.

The technique made me really interested and excited. Since I have tried to paint wear and tear on my medieval jug for assignment 2, I have felt first hand the confusion as to how erosion works on different objects and materials. To make scans from real life is a fantastic way to get believable props in a game world. I am not aware of how common this is in the video game scene so far, but I’m sure that it will grow more and more common in the future as hardware becomes more powerful. Even when creating stylized graphics, photogrammetry is a good starting point to get a world that feels “real” and believable, even though the final look isn’t photo realistic. I would enjoy trying to work with this technique.