Facial Retypology

3D, Just Learning

Last semester our class had there face scanned:

We took that scan and retopologized the mesh using 3DS max tools:

This time around we were able to explore Mudbox, and personally I find Mudbox Amazing!


Mudbox allows the user to create displacement maps. The process involved importing the 3D scan of our face, creating a basic bust mesh provided by Mudbox. I took the time to Push and pull the mesh as much as possible in order to line the low poly mesh up with the high poly mesh. After I was satisfied, I created a displacement map by referencing the high poly (scan) mesh. After that displacement map is created, I then applied it to the Mudbox default bust. This is a pretty simplified explanation, but if anyone is interested just leave some comments, maybe I can mock up a demo ;).

The most difficult anatomy to construct, for me, was the eyes and the ears. However I know I can get there. It just takes a lot of reworking, sculpting and pushing back and forth. One tip is to zoom back out often. It is really easy to get lost in the details, and then loose over all proportion.

The next step I want to explore is adding texture by painting in Mudbox. Then I want to export the scene to 3DS max to get some hair action going on!
What do you think, does it look like me?

Heart & Liver Drawing – Fin

Traditional Work

Assignment 3 is complete! Well enough for critique. One thing with artwork is the infinite feeling of ‘more that could be done’.  First I would like to show you my shapes:

And now for the final piece (sans labeling):

Some advice I was given was to incorporate darker darks and some lighter lights, including but not limited to contrast. I did start to loose some over all shape of the heart as a whole when I got into working on the textures. This assignment was interesting because a lot of people executed the liver differently, and seeing the solutions to different problems was enlightening. A big problem with this task, was to figure out how to show that all the different veins going into the right atrium separately. Given that they are all in the same area, it was easy to misconstrue the drawing and lead the audience to believe all the veins joined together before entering the atrium. A successful solution, used by most, was ghosting the veins behind the left hepatic vein. Another individual displayed this even more successfully with a ‘cut-out’ of the left hepatic vein, showing where the veins drain into the atrium.

Over all though I feel confident that I put all I could into this piece by planning ahead, looking at lots of research and discussing issues during the creation process. I look forward to going back into this drawing and really punching up the over all form of the heart!

WebGL Skin

Inspiration

I like to follow learningwebgl.com, and that is the blog which posted this example. I really like the idea of building a model and displaying it in an interactive environment. It will marry my desire to create 3D models and learn more programming.

Currently all web browsers do not support this capability so if you want to really obtain the FULL experience, you need to download and use Google Chrome (Firefox and Safari are technically support webGL, but Google Chrome already has webGL enabled).

This is an experimental skin rendering created by AlteredQualia.

Amazing