While writing out the
essay, I obviously had to research the subject, but since it so recent,
especially the use of 3D graphics, I found some difficult finding much on the
subject. However, I was able to find a few online articles.
Initially, I had some difficulty thinking of a practical to
reflect the research aspect, but while I was doing the basic outline of
the essay script and looking through some research material, I had the idea to
create some basic models to show the capabilities of modern, publicly available
software.
Since I have access to both Autodesk
Maya and ZBrush 2021, I could use either to create a couple models to show the
capabilities of modern software, even by an untrained person. I have used both
a little before, so I knew what kind of digital modelling both software
offered; Maya is more technical, whereas ZBrush is more digital sculpting.
I decided to use both, creating
an inorganic object in Maya and a simple organic creature or character in
ZBrush.
For the inorganic object I noticed
that many environmental aspects were lower poly resolution in even modern video
games, as an environmental object isn’t seen as often, so I chose a chair to
model in Maya. For the organic creature, I took a turnaround that I had created
some time ago of a character of mine, since the design itself wasn’t as
important as the actual modelling.
Creating the chair model was very
straight forward, as it was quite simple, but I had to revise my knowledge of
texturing and lighting in Maya to finish up the model. Sculpting the character
bust in ZBrush initially didn’t feel difficult, as I knew some bare basics of
the program, however I had to learn quite a bit more, like adding more objects
and increasing the polycount.
I was actually really glad I decided
to create a model in ZBrush as it motivated me to learn and practice using it
more than I do in my spare time. Maya, on the other hand, I was already having
to use for the 503 film project, so I am much more familiar with it and did not
need to learn anything new.
In regards to the practical work
itself, I liked the base model of the chair, but to improve it I would re-do
the texture. I would make the texture more part of the model, such as
indentations in wood being visibly in the model itself rather than just a colour
painted on to look like brightly coloured plastic. I also liked the character
bust, although I’d have like to have thinned the head very slightly on the X
axis and added the hair. I’d also have liked to texture the model properly to
create a full model, but I found it hard to understand, so it would have taken
too long to understand it properly enough to apply it to the character bust.
If I was to do it again, I’d detail both models more and texture them properly.
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