Huddersfield 3D Project Entry 3
These two buildings are part of the University of Huddersfield campus, we decided to start the map here because it is local to the centre and we can easily obtain data to model it.
seen from United States
seen from Austria
seen from Türkiye

seen from Malaysia
seen from Japan
seen from Germany

seen from Malaysia
seen from China

seen from United States
seen from Yemen

seen from Malaysia
seen from Germany

seen from Canada
seen from Iceland
seen from China
seen from Netherlands
seen from Norway

seen from Germany
seen from Germany
seen from Iceland
Huddersfield 3D Project Entry 3
These two buildings are part of the University of Huddersfield campus, we decided to start the map here because it is local to the centre and we can easily obtain data to model it.
Our final powerpoint for Design Discourse One, including extra research I completed on animation history.
This is a really nice breakdown of some of Kevin Elliot Wilson's modelling work.
http://www.akewt.com/
Topology
This week, we were also introduced to topology.
Topology is "the flow of edges around the object and how those edges are configured" according to Digital Tutors (Digitaltutors.com, 2014).
Quad (4 sided polys)- Used instead of triangles as it is easier to sub-divide the area and the mesh will move more predictably. Triangles- simplest polygon to produce in computer modelling. Edge Loops- to define the object further Non-Planar polys- polygon is non-planar if it has more than 3 vertices, and if these aren't on the same plane. Non-manifold geometry- geometry that cannot exist in the real world. It's important to have manifold meshes for 3D printing. 5 sided polygons- any polygons besides quads are only good to use if you can anticipate how they flow and bend.
For organic mesh all quad polygons using edge loops should be used to define muscle and bone of the mesh. Edge loops function as defining the lines/curves/creases of an organic mesh. It is important that all polygons have a similar density and size in the mesh for an efficient and accurate subdivision and deformation. Hard edged modelling does not require such a strict modeling workflow but can still take advantage of edgeloops to help create a flow to the mesh. Because it is often not necessary to subdivide a mesh entirely, polygons can be disproportionate in size and local subdivision of the mesh is more effiecient. Also, if the mesh is not deformed in any way, this grants even more freedom to modelling the mesh in terms of a nonquad surface.
http://forums.cgsociety.org/archive/index.php/t-416197.html
Steven Stahlberg
An example of his work showing the quad polygons and how they are used to form this cyborg.
http://stahlberg.cgsociety.org/
Attempt to build a character using Cinema4D for the first time this is a character build using the polygon modelling method.
The character is going to be used for animation therefore for the first attempt in this software the character is a simple build and has not many features
My first thoughts on using Cinema4D to build a character over my safe option of 3DS Max is that it was a more complex software to use, but once realising the modelling layout you can choose within Cinema4D's work area the task became a lot easier.