Wednesday, 28 September 2011

Reaction to group work

When first reading the group activity I was really intrigued by how this would be accomplished. This is because we only spend 6 weeks on this part of the project. Creating the finchingfield guildhall is quite an interesting task to split amongst group members, but there is a lot to consider. Group members must be in constant contact so as to make the idea flow; it’s no good if group members try to make their own materials for example, as these materials may need to be used in other areas.

Research will need to be done into what the current hall looks like, by finding pictures for reference and visiting the guildhall so as to get a feel for the place. Various techniques will need to be explored as well to make sure that the correct atmosphere is established.

Modelling Head Topology Lines

The next stage is to add the topology lines to the face which will form a map of the face. This can be done by using a smaller brush and zooming in on the picture to get a close view of where the lines should go.


This is the first attempt at this task as it is a very difficult one to get right. The only problem areas are around the nose and cheeks. There are also a number of triangle shapes which will make the 3D very difficult to do; all shapes must have four sides to it.

Taking this as a first draft and restarting a different way, by drawing the outlines first then filling in the detail as I move along. Also by using a thinner brush I can more easily see the lines I should follow instead.



Now the lines I have drawn are much thinner I can clearly see unwanted triangle shapes and how to get rid of them more easily. The nose now also has much more detail and all the lines join up, rather than a few that starts and stop abruptly.

Modelling Head Reference Plates

The first stage for creating my head using 3DS max involves taking pictures of both the front and the side view of my head. Using the tools available in Adobe Photoshop the pictures can then be manipulated as to correctly line up facial features from the front view to the side view, for example lining up the eyes, nose and mouth from the front to the side view.


To check that these are lined up correctly the ruler tool can be used as shown below:


This shows the main facial features lining up with one another.


The next stage to this is to draw lines using the paint brush tool, showing where curves and lines on the face will be. This is so a map of the face can be created and placed in 3DS max. These are reference plates to show details of the face.

This shows the basic line features of the face, such as where the eye, mouth goes etc.

Wednesday, 21 September 2011

Reaction to brief

When first reading the brief i was very interested to see what techniques will be used in order to create our own face in 3D.
The second part of the project also sounds quite interesting, getting into groups to create an animation of the finchingfield guildhall. This can be an animation to show how the redevelopment will look when it is finished and the walk-through of how it came to be.
I am very interested to see the techniques that will be used to create a building in 3D, by actually making the building look real, opposed to a plain floor, wall etc.

To start these projects some research will need to be done into the techniques used to create a 3D head and also taking pictures of my own to work against.

The finchingfield guildhall project will also need a lot of research, into what it currently looks like so that a basis to work from can be established.