Tuesday, February 16, 2010

Assignment 3


Modeling Assignment 3 - due 2/16/10 Starting from the polygon face model you created for Assignment 2, modify your model to take on two additional facial expression postures, such as fear, sadness, surprise, joy, anger, disgust, etc. Submit several views of each new expression. Using interpolation (blend shapes), create a brief (~30 frames) animation (as a .mov file) that transitions between all three expressions. Submit your images and animation as you did for Assignment 2. Archive this model, you will be using it for later assignments.




Neutral pose




Smiling




Upset




Bliss



Blendshapes smooth poly animation



Blendshapes rough poly animation

Tuesday, February 9, 2010

My Avatar

Modeling Assignment 2

techniques similar to those discussed in Section 4.9.1 in the CFA book, create a simple static polygonal face model for a specific character. Use found reference or your created sketches as the starting point. The goal is develop a 3D model with a specific look using iterative polygon sculpting techniques. Keep track of the number of polygons used. Make use of facial asymmetries as appropriate. Submit as done for Assignment 1. Submitted images should show both the polygon structure of your model and smooth shaded versions. Archive this model, you will make use of it for later assignments.

Results:

Total polygon count including hair 4372
Polygon count of face 810

Reference image:



Model on maya image refernce


Smooth renders


Faceted Renders

Tuesday, February 2, 2010

Wise Owl

Modeling Assignment1:

Using simple geometric shapes (spheres, ellipses, tori, planes, etc.) create a 3D model for a simple face. Use found reference or sketches you create as the starting point. The goal is to create a simple 3D face that matches a specific desired look. You can use color, but no textures are to be used, just geometry. Use an appropriate simple lighting setup. Submit scans of the reference material you use and three rendered views of your model - front, side, 3/4. Also think about your model as a proto-parameterized model - what parameters could be used to describe your model and parametrically change it into different faces. Submit a description of your parameters.


Reference images:




Final images:

Perspective view:


Front view:

Side view:

Modeling Parameters Description:

Face:

The face is made from a sphere which is squashed from the top and bottom ends, and stretched from the sides.
Changing the amount of squash and stretch would result in a different face shape.

Eyes:

The eyes are made of 3 overlaying spheres, made slightly ovoid through scaling.
The parameters one could change would be the size of the spheres individually as well as respective to one other. This would result in a definite change of look, personality and expression.

Beak:

The beak is made of a cone, and the deformation applied is a bend modifier.
The parameters one could change are the radius and height of the cone, and the amount and direction of the bend to get different shapes/sizes of the beak.

Glasses:

The glasses are assembled of different tori, with different diameters and sweeps. These dimensions could be altered to get different shapes and sizes of glasses, which would result in significant change in the look and personality.

Eyebrows:

The eyebrows are made of spheres that are scaled and skewed to achieve the desired look. Different scales and skew parameters would result in different forms of eyebrows which could result is significant change of look and personality and also aid in conveying expression.

Feathers:

The feathers are made by capping simple ellipse shapes that are rotated and arranged to conform to the body and face of the owl. The axis diameters of the ellipses could be changed to achieve different sizes of feathers. The directions and placement and the concentration of the feathers in a particular area could be altered to groom the owl in different ways.

Hat:

The hat is made of a simple cube and a cylinder that is tapered.
The width, height and length of the cube could be altered to change the top of the hat.
The radius, height and taper and taper curve of the cylinder could be altered to change the base of the hat.
Different shapes and styles of the hat could change the look and personality of the owl.