My Research Question:
"How does one preserve the aesthetic of the
original concept art throughout the animation/games production workflow?"
In this research I plan to investigate
characters progress through initial design phases to 3D models, and determine
the importance of decisions such as poly count and texturing choices in
creating an accurate 3D representation of the original artwork and technical
designs.
My Hypothesis:
I believe that 3D models with a higher poly
count will better preserve the details seen in the original artwork, however
being higher poly will maximize rendering time and be more difficult to use in
games or animations.
I also think that low poly models can also
retain a significant amount of data (despite the lack of base model detail)
through use of techniques such as bump mapping and texturing.
Artifact 1:
Moving from concept art to 3D models.
Examining the workflow as a character or creature progresses from original
concept art, through technical designs and eventually translates to the 3D
model
My plan for this artifact is to design two
creatures, a complex and detailed one and a more rounded simplistic one,
creating artwork for each, taking that artwork through to technical drawings,
front, side and three quarters etc. Then using the drawings, create the
creatures as a 3D models. From this I can assess the process of artwork to
model first hand.
Artifact 2:
How does the poly-count of the models and
texture/mapping techniques effect how accurate the 3D model is to the original
concept designs?
Using the 3D models of the creatures from my
first artifact I will reproduce the character as a low poly structure, and a
second iteration with a high poly count, seeing
which work best for looking close as possible to the original design while
maintaining functionality. I will also compare
the use of the polys, from the simplistic to complex models to see if the
necessary number of polys changes to maintain the detail of each.
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