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October 31, 2008

Detour

Having completed the first draft, what next? I've actually made good progress so far, and have decided to take a small detour. Before moving on, or redoing the mesh, I might practise modelling a few other heads first. And before I do that I'll have a good look at my copy of Atlas of Human Anatomy for the Artist, just to get a clear understanding of the structures I'm modelling. I'll probably spend a couple of weeks on that before redoing my mesh for this project, so things will be a bit quiet here for a while. Besides, I've worked out a couple of tweaks that should make the modelling more accurate next time round.

First Draft

First go at texturing my mesh. This is a projection from the front only, so to do a complete job I need multiple projections and combine the resulting UV unwraps in Photoshop. However it's nice to see Caitlin not looking quite so plastic. It's a bit easier to see where the mesh needs more work too. I'm pretty happy to have reached this stage.

ETA: Added some side projection so the texture painting is a bit more complete.

October 30, 2008

First round of modelling done

So here's a slightly different view of the mesh. Now for some basic texture painting and my first draft will be done.

Round 1 - Modelling nearly done

I've nearly done the head modelling for this first iteration of my project. Apart from finishing the neck I probably won't spend too much more time on this before moving on to texture painting. I'm expecting to go through the whole process at least half a dozen times before getting it near good enough.

October 28, 2008

More progress

I'll definitely need to work on this part of the face a few more times. It's easier to do the smaller, more detailed areas. Anyway, making some progress. Having a three quarter view in addition to front and side helps a bit, too.

October 26, 2008

Geometry

So, Ive started modelling. First, the eyes. Caitlin has slightly unusual eyes, fairly deep set and with unusual folds. I had to use more edge loops than my reference tutorial suggested. I'll probably have to do this a few times to get it just right, but this isn't too bad as a first attempt with this reference.

Later...

I've done a bit more. The nose and mouth.

October 25, 2008

Modelling the Model

I've started to model the model. First, champagne. Second, smoked salmon. Third, Blender. For those unfamiliar with the 3D modelling process, I've included a screenshot of my starting point. I've loaded front and side views of my model, as background images for reference, into 2 viewports, aligned to appropriate axes. From here I start to create the model on top of the images making sure it matches both ways. I'll be using the poly by poly modelling technique rather than a box modelling technique. It will probably take a few tries to get it right, and fortunately I do have references from other angles to help.

First Results

The shoot went well. Here are a few unretouched pics of the kind I'll be using for the modellling and maybe the texturing. Caitlin is very easy to work with, and we'll probably work together again some time. I did take a few stock shots as well, and might get around to uploading them some time, although I rarely sell such images. These were pretty standard working on laptop and talking on phone type images. Nothing too startling.





The lighting worked well enough. Two softboxes with about two feet between them, a reflector on the lap, umbrella on the background.

Preparing for the Shoot

I've been using my P&S quite a bit lately. So, although it's two months since I was burgled, I only realized yesterday that the thief thoughtfully took the battery charger with the Pentax camera he stole. At least I had the foresight to charge my battery before today's shoot. I did get another charger with the other camera, but where was it? I had only needed to use one.

My usual search process left the house in quite a mess. I decided to reorganize my study while I was sorting it all out. I have so few visitors that having a model over for a shoot always takes a major cleanup exercise. So, a few hours work last night, and it's 6am now. Four more hours to complete preparations. Should be fine. I might even have time to try out some lighting setups.

This is the first time I've attempted totally flat lighting. It's a requirement when shooting for 3D, especially if the images will be used as a texture on the mesh, and not just as reference to model from. I decided to pick up a third strobe at VanBar, as one of my speedlights was also a victim of the burglar. I'm wondering if clam lighting might work, in which case I won't need three (except that I can use two for the background). I'll probably just go for three lights almost front on and maybe a couple of old speedlights for the backgrounds. Better check those batteries too, and see if the slave triggers are still working. They're a bit temperamental.

October 22, 2008

Getting set

For this project I'll be using Blender, the open source 3D application. I started using Blender about six months ago, and see this project as an opportunity to really develop my skills. My references for the process of photorealistic modelling of a person include the Ballistic Publishing book Creative Essence: The Face, video tutorials on modelling a human by Jonathan Williamson of Montage Studio and one from The Gnomon Workshop on photorealistic texturing, plus an online tutorial by Ben Dansie of Montage Studio on photorealistic texturing in Blender. The Gnomon Workshop tutorials are for Maya, but the principles are the same.

Is this actually possible? Well, I could have an image including a 3D rendered model accepted on istock already if I tried. One of those out of focus busy people in the midground, behind the front person who would need to be a real model. I have had composites including people shot at different times accepted on istock already, so my compositing is not an issue. It is generally considered that a photorealistic main character is not doable yet. However 3D software and techniques are improving all the time. I've given myself a year. I think within that time it will be possible.

October 21, 2008

The Virtual Modelling Agency

Hello all. This is a record of my progress in creating a virtual modelling agency. I intend to create photorealistic 3D models of models, primarily for the creation of stock imagery. I'll be using Blender for 3D modelling. I'll be off and running this coming weekend, with a real model coming over for a photoshoot for reference images and images for the texturing of the 3D model.

I've set myself the goal of having such an image accepted by istock, where I have a small portfolio, within a year. It should be interesting, fun, and also very challenging of course. I'm pretty new to 3D modelling, and Blender is not an easy program to learn. I guess no 3D application is.