Project Goal
“For this module I will focus on exploring 3D
methodologies to facilitate, speed up and improve the output of concept art.
Through research, exploration and particularly practical tasks I hope to find
the best work method (for me) to incorporate into my workflow.”
Main Themes
1.
Painting on Top of Line Work
2.
The Perspective Grid
3.
Generating 3D Thumbnails
4.
Basic 3D Model as a Starting Point for Concept
Art
5.
Modelling with Reference Images
6.
UV Mapping and Texturing
7.
Camera and Lighting Experimentation
8.
Rendering
Integrating 3D Methods into my Workflow
Identified Advantages
-
Particularly useful for architecture and "man-made" structures
(buildings, cityscapes... )
- Flexibility for iterating on designs
- Flexibility for iterating on designs
- Scaling, mirroring and duplicating
- Great for repetitive objects in scenes
- Unlimited perspective possibilities
- Unlimited perspective possibilities
- 3D thumbnails
- Zoom lens
- Wide angle lens
- Adjustable lighting
- Adjustable lighting
Possible Difficulties
-Detailed
models take time
-UV
mapping and texturing is time consuming
-
Often harsh boarders and static look
Conclusion
Throughout
the semester my skills have improved in several areas. I have gained both a
better understanding on digital painting and lighting as well as improved my 3D
skills with experimentation in several areas that were very new to me at the
beginning of the semester.
I
plan to continue using 3D models to quickly solve difficult perspectives and find
the best layout for the main elements of the scene. They are an easy way to
speed up and facilitate the workflow.
Furthermore
the creation of 3D thumbnails strengthened my concept art decisively. The opportunity and flexibility to navigate
through 3D space to find the best perspective and composition in the scene is a
huge advantage over basic 2D concepts in which one must start from the
beginning again.
Integrating
lighting into the scenes is also a very useful aspect. Especially when
attempting realistic lighting reflections on different materials. Once modelled
these aspects definitely save a lot of time and are only logical to integrate
into the development process.
For
smaller projects I would however avoid UV mapping and texturing as it can be
quite time consuming. For final detailed illustrations textures can be a very
useful aspect though as it solves both the basic perspective and lighting
issues one might encounter.
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