Instructor
Example of Medieval Helmet Assignment
"Salt-N-Peppa" Head
note: I modeled, textured, lit, and rendered
everything you see here in about 3-4 hours. The reference photos
were front and side views of an English "pignose" helmet.
I modeled with polygons beginning with a halved-box (later mirrored),
and splitting (inserting edges or edge loops) and pulling points.
Converting to Subdivisions was often done for further sculpting.
Final is smoothed.
I wanted the helmet to look a little"beat-up"
from battle, but it wound up look a little more "amphibian"
than intended. I really diverged from the reference in much of the
detailed shapes, which is really not a good thing, within our purposes,
unless it is the intended creative addition. This also hilights
the importance of orthagonal/uniform reference of front and side
views; alas my reference was askew. In this case, it's better to
hand-draw the views as corrected line-art. Still, I would go back
to my reference and work on: adjusting the shape, the texture painting
and shaders. Take down the bump and use probably use a MR metallic
shader to look actually like metal. Also, I would use real metal
image instead of painting it. And create some specular maps for
the slightly rougher and shiny parts.The topology could be a lot
more uniform also (see bottom). Also I did not unwrap the UV's completely;
and lots of stretching here and there.
I used Mental Ray shaders, and Final Gather
for the render. I also used point lights (turned to 0.0) with MR
"Photons" in combination with "Caustics" to
achieve the gathering of light in the glass of the shakers. You
see different lighting schemes here, much of the lighting is coming
from the environment itself, rather than the lights. I added the
spilling salt and pepper in Photoshop.
Given that there is 2-weeks to complete this
assignment for first-time Maya users, students are learning about
all these things simultaneously: poly-modeling, lighting and UV
painting in Photoshop. Students begin to realize a work which is
creative yet must also prescribe to a realistic reference (the photo),
while thinking and workingfor the first time in the paradigm of
3D. This project is just a lauching-off point and shows the myriad
of things that could be developed toward the plausibility of photorealism,
which for any other cause, is a stage for exercising observation
skills. This assignment, I feel, is important as it can be an preparation
for later modeling a human head/face based on reference, which arguably
requires the ultimate attention to detail, as we as humans are perceptually
trained to find "anomolies" in the human visage -J.O.
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