3/19/10
Human Anatomy: The Muscles of the Lower Torso
Figure Modeling: The Torso Finished
3/18/10
A.L.F.R.E.D. - Texture Mapping
This is the part you have all been patiently waiting for. This week we finally got to texture our robots, which is a fairly long and involved process, but fun nevertheless.
Basically, I took one base image for all of the different types of metal and then used them as a starting point to make images to wrap around each of the parts. Things like the seams I had to paint in myself, but that wasn't too difficult.
This was one of those assignments that I couldn't stop thinking about until I had finished it, so I put off all my other assignments until I got it done.
There are probably a few things I will wind up tweaking in the end, but for now, I kind of like the way he looks. We'll see how things go. One of the things about making shaders and textures is that you try your best to make sure they are optimized and take the least amount of render time while still looking good. Mine are close, but could still use some tweaking
3/12/10
Human Anatomy: The Muscles of the Upper Torso
Now that all of the bones have been studied, roughly speaking, we have started to move on to the muscle groups of the torso, starting in the upper section.
I really liked doing this drawing because this was such an interesting gesture.
Lastly, we were to copy this master drawing originally done by Raphael. He always loved to exaggerate some of the muscles for structure's sake.
Human Anatomy: Ecorchè
Figure Modeling: The Torso Refined
Albuquerque: The Unkown
I'm reposting this from my friend Alexiss Memott's blog. This is a short documentary about Sony Imageworks (finally realizing something smart) opening up a satellite studio in Albuquerque, New Mexico. After watching it, I think I might aspire to work for them just so I can enjoy a better quality of life.
3/11/10
A.L.F.R.E.D. - UV Mapping
This probably isn't the most exciting post you will read, but it is a fundamental part of 3D modeling. This week we had the assignment of creating UV maps for our robots. UV mapping is essentially how textures are applied to an object to make it look real and not the default grey plastic. It is a time-consuming and tedious process, but it pays off in the end.
Essentially, when creating a UV map, you unfold your model in a separate editor that defines the UV coordinates, or where on your 3D model, the 2D texture will be applied. To start off, I used a checkerboard pattern so I could tell whether or not the texture was being distorted as it was applied to the model. It is important to unwrap the model and make sure it is proportional, otherwise things look funny. Take, for example, the unwrapped version of ALFRED's jaw:
He's all ready! Next step is to add textures.
3/9/10
3/8/10
Figure Modeling: The Torso
For the next three weeks I will be working on this sculpture of a female torso. Right now I'm using my female plaster casting as a reference. The main purpose of this is to develop an understanding of what the body does in a contropposto stance, that is where the weight is distributed more on one side of the body than the other. For one thing, the hips aren't level and whatever angle the hips are at, the shoulders are in an opposing angle to balance it out.
Anyway, these are the roughs for now and I'm kind of sick of staring at them:
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