Jung-Mi Han January 21, 2005 Edit:April 5, 2005 CAD 2 Procedure: The general method utilized in this project was polygonal modeling. It employs an initial 3d object and the various modification capabilities of a polygon object to reach the final product. For the head of this model a capsule object with several horizontal and vertical segments was changed into a polygon object for manipulation. The polygon object was then cut in half making the modeling procedure twice as efficient, as the face is naturally symmetrical. Standard modification commands such as move, rotate and scale were used on vertices, edges, faces, boarders, and polygons to achieve general structures, such as the nose and lips. These elementary procedures were also fundamental in successfully creating convex surfaces such as the cheeks and chin. To create the concave spaces such as the eye sockets and mouth, the extrude and bevel commands were used. Beveling the surface of the polygon into the inner space of the object created a concave section of the surface. Extruding outward from the surface was used to create features could not easily be created by simple movements of components. A feature of the head that was primarily built with the use of extrusions and beveling were the ears. Another capability that was highly employed was the cut command that allowed faces to be cut into, if necessary, several separate faces. Creating faces was especially important when using the move command to create features because without increasing the face count the model would loose its details. In addition, increasing the face count on non-protruding surfaces was vital in achieving a smoother surface when used in conjunction with the smooth view of the model in the view-port window. The half of the head was then cloned and mirrored. This created another half head object that would need to be joined to the other half to create a full head. The two separate objects were then made into one object by the Boolean join procedure. This created one object but the two halves were still separate parts. The vertices joined together using the weld command to create a full head model. There were no appropriate materials in the materials library of 3ds to use on the model. Therefore, a skin material was created using the Brazil Advanced material with the skin baseshader option. The defaults were changed to meet the specifications of the type of skin that was appropriate for the model. Texture mapping was a technique that was used to solve the details of the model. Instead of modeling all the meticulous details it was more efficient to apply a UV texture map. The eyes and hair were a result of texture mapping to coordinates. An iris texture was imported into 3ds and applied to two spheres, while imported hair textures were mapped to thin boxes. Building the hair material required three main components to achieve the overall look of the hair. An original bitmap of the hair texture in color was imported as the Diffuse Color map of the “hair” material in the Material Editor. The color image was then converted into a grayscale representation in Adobe Photoshop and the levels adjusted to achieve the optimum levels of black and white. This new image was then imported as the Specular Color map of the material as to reduce the glossiness of the entire box and highlight the strands of hair. This new grayscale image was adjusted adding gradients of black in areas that would show transparent in the material. This image was imported as an Opacity map in the Material Editor, and the information converted to show the parts in the image that were black as transparent, white as opaque and a gradient of transparency in accordance to the gradient levels of each color. The hair was mapped onto a box and then poly modified. This secured the texture to the original faces of the box. The hair was then built in layers on the head by shaping them to fit the contours of the head. Due to the transparency of the textured boxes, many layers were built on top of one another to increase the opacity of the hair. Following the general procedures of polygonal modeling, material editing, and texture application, other accessory components, such as the knit poncho, were added to the character as supporting detail.