CGA Heritage Lab | Visualization | 12.5 x 10 x 3 mt
Chen Wu-Wei
Course Description
This course covers digital modeling / sculpting techniques including polygonal modeling, digital sculpting and blend-shape facial animation. The course breaks down into 4 stages : 1. basic topology of head model (student’s profile photos as reference), 2. high-poly sculpting and projection texturing, 3. blend shapes animation, 4. final project. In the final project, students get to choose either lip-sync animation or conceptual piece utilizing the created head models. An overview of digital editing / compositing and sound design will also be introduced to assist with students’ final project at the end of the semester.
Dr. Chen integrates the concepts of 3D visualization, interactive info-motion design and digital sculpting into digital heritage contents development. Dr. Chen also hosts digital heritage forums at SIGGRAPH Asia (Macau, Bangkok, Daegu) and invites experts of interdisciplinary areas (museum contents, architecture, urban planning, curation and aesthetics) for sharing.
'1041 Not Found' | Iori Fujita
"Half-Life 2" game character impersonation | Adam Van Dyk
Transformation Test by Digital Sculpting | Stefano Abad
Sculpture-based expressions | Paola Chen
Pilot Class
Moments In Class
ANATOMIC DRAWING + POLYGONAL MODELLING
MOMENT
Students learn and practice anatomic drawings, polygonal modelling of digital head, and apply sculpture-based expressions to animation in class exercises.
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DIGITAL SCULPTING
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GAME CHARACTER IMPERSONATION
IMPERSONATION OF G-MAN IN "HALF-LIFE 2"
James Van Dyk utilizes Autodesk Maya to build up digital head basic topology of himself. Then he sends the polygonal model into Mudbox for digital sculpting and sculptural texturing. James further sends the sculpted model with high-res texture back to Maya for rigging and animation. He takes reference from the famous online game "Half-Life 2" and impersonates the monologue of G-Man.
Image courtesy | James Van Dyk