trainmodelanimation.blogspot.com
Train Model & Animation: Modeling Progress - Week 9
http://trainmodelanimation.blogspot.com/2009/12/modeling-progress-week-9.html
Friday, 20 November 2009. Modeling Progress - Week 9. This week the body of the Steam Engine was produced closely following the details as viewed from the reference images. The body object itself started with a box object which was converted to an. Multiple edge loops were introduced allowing the shape to be transformed via moving the vertices in accordance with reference image in the. Final Body w/ Extra Details. Click for Full-Size Image. Merged Components - Roof Section. Click for Full-Size Image.
richardkingve.blogspot.com
Virtual Environments: October 2009
http://richardkingve.blogspot.com/2009_10_01_archive.html
Tuesday, 20 October 2009. The tutorial videos provided vital help and taught me effective techniques for modeling the face. The methods I learnt can easily be applied to many other objects in the future. The whole process was quite straight forward for me, I had some issues with the UVW Mapping and texturing later on in the process, but this was fixed and came out just fine on my second attempt. If I had more time dedicated to the model I believe I could add some shoulders and shirt to give a more realis...
richardkingve.blogspot.com
Virtual Environments: Evaluation And Reflection
http://richardkingve.blogspot.com/2009/10/evaluation-and-reflection.html
Tuesday, 20 October 2009. The tutorial videos provided vital help and taught me effective techniques for modeling the face. The methods I learnt can easily be applied to many other objects in the future. The whole process was quite straight forward for me, I had some issues with the UVW Mapping and texturing later on in the process, but this was fixed and came out just fine on my second attempt. If I had more time dedicated to the model I believe I could add some shoulders and shirt to give a more realis...
trainmodelanimation.blogspot.com
Train Model & Animation: December 2009
http://trainmodelanimation.blogspot.com/2009_12_01_archive.html
Saturday, 5 December 2009. Gantt - So how did we do? It's the end of week 11, pushing on for week 12. Everyone's. Tired and just wants to get everything done and handed in. With the majority of the tasks completed, let's see our final results on the Gantt. As ideas changed repeatedly throughout the project, the gantt's. Plan was not strictly followed, as some tasks became more important, and others dropped. Chassis also took a little bit longer, as Steve Harwood. Was left until the end. Fortunately, ...
trainmodelanimation.blogspot.com
Train Model & Animation: Textured Train
http://trainmodelanimation.blogspot.com/2009/11/textured-train_27.html
Friday, 27 November 2009. And here it is, a first look at the textured locomotive. It is pretty much done now, and the carriages are nearing completion, everything is coming together nicely. Click on image to view full-size. Click on image to view full-size. Click on image to view full-size. Click on image to view full-size. Click on image to view full-size. 30 November 2009 at 13:20. It looks like its been taken straight out of the Museum of Power :). Subscribe to: Post Comments (Atom).
trainmodelanimation.blogspot.com
Train Model & Animation: Gantt - So how did we do?
http://trainmodelanimation.blogspot.com/2009/12/gantt-so-how-did-we-do.html
Saturday, 5 December 2009. Gantt - So how did we do? It's the end of week 11, pushing on for week 12. Everyone's. Tired and just wants to get everything done and handed in. With the majority of the tasks completed, let's see our final results on the Gantt. As ideas changed repeatedly throughout the project, the gantt's. Plan was not strictly followed, as some tasks became more important, and others dropped. Chassis also took a little bit longer, as Steve Harwood. Was left until the end. Fortunately, ...
richardkingve.blogspot.com
Virtual Environments: Adding The Head And Neck
http://richardkingve.blogspot.com/2009/10/adding-head-and-neck.html
Wednesday, 7 October 2009. Adding The Head And Neck. The next step was to create the head and neck area. Back into Photoshop I loaded the images of my front and side portrait again and used the same idea as before with the red and blue lines to mark the head and neck area of my head. I could then use this as a reference when creating this area within 3DSmax. Under edit geometry I clicked 'collapse', this removes a lot of the polygons while still keeping the shape of the head. Doing this makes it much...
richardkingve.blogspot.com
Virtual Environments: Preparation
http://richardkingve.blogspot.com/2009/10/preparation.html
Tuesday, 6 October 2009. To begin creating my own face in 3DSmax I first had to photograph my portrait from the front and the side. These were taken at the highest resolution possible. The photos would then be imported into Photoshop to edit and prepare for modeling. I had to use the Lens Correction filter tool within Photoshop to straighten out the front and side view portraits of my face so that key features of my face, such as the eyes and mouth, matched up when one image was placed over the other.
richardkingve.blogspot.com
Virtual Environments: Animation
http://richardkingve.blogspot.com/2009/10/animation.html
Monday, 19 October 2009. With the model now finished I wanted to spend the remaining time left making the face animate a bit. Whilst I spent too much time pulling faces in my mirror, it gave me the information I needed to pull the verticies on the face map to portray a realistic emotion. Within the editable poly's sub selection mode I played around, tweaking the points to see how well I could manipulate the face whilst still keeping it realistic. Below is the final render for the animation. I set the...