Computer Generated Imagery

posted: 12th Aug, 2007 - updated: 1st Feb, 2013


This is a collection of wire-frames I have constructed. I used these wire frames to generate images on my computer (CGI). I've also included an images of models that where used for a cover for the Black Library novel (Warhammer 40,000). 3D work is a lot of fun, and I wish I hade the time to fit more in, but alas life is too busy. I suppose the mark of any good 3D modeller is the ability to construct a head with the core tool set, this is my attempt;

Head sculpt wire-frame

Head sculpt wire

This was a lot of fun to sculpt, especially the complex shapes like the eyes, nose and ears. There were not crafted in a sculpting program like mudbox or zbrush. Instead I crafted these by pushing vertexes about, and cutting polygons - just to see if I could: and it turns out I could! The ear wire-frame is interesting as a piece of sculpture in and of itself - I wanted to keep it all quads like the rest of the sculpt, and in turned into a bit of a 3D puzzle. It does have some triangles in it, but it wouldn't take much to make it all quads (and port it over to something like zbrush to subdivide). It's not perfect, but not bad for my first attempt (first attempt at sculpting a head - not using the program!)

Head sculpt matt render

Head sculpt matt

This is a matt render of the finished sculpt and shows of the actual shapes of the face. I wanted a strong face borrowing characteristics from several population clines. In the end I think he looks a bit Dutch? Maybe I'm half remembering a painting from somewhere?

Blog Post on this Sculpt

Warrior Coven - Muscle rig

This is the wire frame and muscle rig for the cover of Warrior Coven. The muscle rig is used to influence deformation of the model's mesh. In the hopes that arms and legs, when posed, bend less like rubber tubes, and more like real limbs of bone and muscle. One way to do this is with morph targets, which is re-sculpting the model in a new pose and having the software work out the morphs in between. The only problem with a complex model like a humans is the number of morphs needed (usually this is used for the face!). Another way to do this, as shown here, is to build a skeleton, add muscles than deform realistically (they have their own morphs, but as they are a tube it is easy to work out) and then use that to push the model's mesh as if it was a skin. The can get very complex, but there is software plugins to speed up the process.

Some areas to note on the Eldar model is the elbow, as the muscle structure can be seen to fill in the hollow of the arm and the elbow and flesh is quite thick when the arm is bent, another is the twist is the shoulder and how it maintains it's volume. In model terms all the 'muscles' retain their volume as if filled with matter, and not bend as if empty rubber tubes (as basic 3D skinning tends to do).


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