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Posts tagged: modeling

 

3D Animation

Beneath the Surface

December 24, 2008 As promised, here are some images that have come out of our Practicum project on the visualization of Aplastic Anemia.  As always, modeling and rigging are done in Autodesk Maya and texturing is done in Adobe Photoshop. Modeled by John Corbett     The animation begins with an image of the human leg and zooms in to this first model, which represents the vein network located under the surface of the skin.  Gross, but ef Read On...

3D Animation

A Tree as My Nemesis

November 20, 2008 The moment my client said the words “Make me a Tree,” I felt my stomach drop. The tree has always been the bane of my modeling. At CDIA, I spent days working on a tree for one of my first projects in which a car drove through a forest, and I had nightmares about those awful trees for months. A few weeks later, I made another stab at my model arch enemy – again, no success.  So, when my game designer client from “Wizar Read On...

3D Animation

Wizard House Conclusion

November 11, 2008 I spent some time last week finishing up the Wizard House project I wrote about previously – another pass through on UV’s and textures, and then onto damage modeling, which went faster than I thought. The house goes through three damage stages: there’s one model for hit from the right, another for hit from the left (both for the first stage); a model of all the walls missing for the second stage; and a very minimal model of Read On...

3D Animation

Creating the Varied Expressions of 3D Bruce Willis

November 10, 2008 At last, Bruce comes to life as our course zeroes in on facial animation. The cycles we did in the last module certainly conveyed some personality, but nowhere near as much as you can achieve by seeing the character’s face while they’re speaking. Compare the body language here:   With what’s possible here:   Facial rigging in our software of choice, Autodesk Maya, is achieved primarily through the use of blendshape Read On...

3D Animation

A Post-CDIA Balancing Act

November 6, 2008 Ah, the constant juggling act. Here I am, trying my best to adapt to academics post-CDIA, in this case a degree in Computer Science, while still of course doing what I love, 3D. So what that balancing act usually comes down to is crazy long nights. Last night was one of those. I'm currently working with a peer, supplying him with 3D assets to use in a game he's working on, a two-player game of dueling wizards aptly called "Wizard Wars." Read On...

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