Currently in class, we are trying to create a virtual reality model of our game design classroom. This is the first time that I have really tried to model something in 3D that must be this specific to something in real life, or the first thing I've ever modeled with a real life reference. I wanted to talk about the differences I have found so far with using references for 3D modeling when compared to using references for 2D art.
When I draw in 2D, I often use reference images to help me with poses, lighting, and that kind of thing. In 2D, this works very well because you are only seeing the art from one angle, and that's how the reference images exist too. It can be hard if you're using one image to reference a pose, and the light source in the reference is at a drastically different angle than the angle of the light source in your art, but it's usually pretty easy to fix this problem, or find references that won't cause this problem. Also, reference images rather than referencing from life can be nice because the angle you are viewing the scene from won't change. If you're drawing from life, you may turn slightly, and suddenly, your perspective is skewed just a little. It is still valuable to draw in 2D with real life references rather than from photos, it just can also be challenging. However, when working in 3D, real life references can be a lot easier to use. In jst modeling objects around the game design room, it's been so helpful to be able to get measurements of anything that I want. I can get each dimension easily. Also, the things I focus on are very different from when using references in 2D. With 2D, I focus more on how light interacts with objects and how they look. In 3D, the program will already set up lighting for the most part - although there is a good amount of editing that can be done with the material editor and such - so it doesn't make sense to look at objects this way. Instead, it's better to look at the actual components of an object, much like how you would break down complex objects into simple shapes in 2D art. However, with 3D, you have to focus more on what those shapes actually are than how they appear in perspective. For instance, when drawing in 2D, even though you know a table is rectangular, you may draw a shape that is closer to a trapezoid in order to make the perspective look correct. Because of how we see the world, we still interpret it as a rectangular table. In 3D, you don't have to worry about this, you just have to make the rectangle, and the program - or just the fact that it exists in 3D - takes care of the rest. With pictures, it can be a little harder to tell what shape something actually is if the picture is taken from a weird angle, so it can be nice to have the actual object in front of you. Sometimes it is impossible to get a real life reference for something. You can't easily access one of NASA's spaceships, and even if you could, it's so massive that it would be hard to work with just by standing there and looking at it. In this case, it's helpful to have multiple reference images taken from different angles, but all of the same exact object. This can be hard to find since people typically do not spend their time taking pictures of every possible angle, so it's usually easier if you do have some access to the object in question so that you can make the reference images yourself. Since I am not experienced in this sort of modeling from 2D references, I also turned to this article for advice. It talks about when the object in question is completely fictional, and 2D images are the only reference that you have (ie, new weapon for a game, cartoony stylized things, etc.). It talks about how the amount of references you'll get from concept artists varying greatly depending on their schedule. In these cases, it makes a lot of sense to use similar objects, if at all possible, to sort of fill in the mental gap. For instance, if you were modeling a cartoony car for a game, and were given no reference image for how it looks from the top down, it's not a bad idea to look up pictures of real life cars to get a basic idea of what the structure might look like, and use that as a sort of secondary reference. The article also talks a lot about creative freedom, and "eyeballing" things. A lot of times drawings just don't translate well to 3D, and in these cases it's okay to make adjustments or add or subtract certain details in order to keep the object looking proportional and looking good in 3D.
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VR is typically associated with VR games - at least for people in the game design field - so I want to look into what else it can be used for. I've heard people use it to see places in a more immersive way, and in psych we talked about using it to face fears that might be too dangerous or expensive to face in real life. However, I want to see even more of the uses - or possible future uses - for the technology.
The first one I found that really interested me - from this website - was VR being used for physical therapy. While this one involves game-like exercises, basically it gives patients a more entertaining way to do therapy to help with motor function. This site also mentions VR being used to train astronauts how to use specialized equipment. These kinds of programs could also be used to train pilots or ship captains. It also discusses companies using VR to make and see prototypes for things like cars in a more immersive way, as well as providing as a good educational tool as there can be virtual museums and lessons. Another source mentions three other uses that I think are really cool. The first being training surgeons, which is pretty self explanatory and similar to training astronauts. The second is space exploration. The site mentions that of course this would mean somehow getting good video footage of space or being able to accurately map it somehow, but then anyone could be immersed in space. The final use it mentioned was to allow people with disabilities or certain conditions to experience things they might not be able to otherwise. For instance someone who had health risks that would prevent them from leaving home for very long could virtually visit different countries, or someone who can't walk can still travel places in VR. Basically, it seems like VR can be used for almost anything. Of course it wouldn't really make sense to put a 2D cartoon in VR, or use VR to completely replace actual surgical training, but for most fields it can be a useful tool. Training seems like an especially useful functionality, especially for high stress jobs like being in space or removing someone's kidney. Exploration of not only places on earth but possibly space is really cool, and could save people money on travel, or at least help them decide where to go. I think we will continue to find new ways to use VR as it becomes more accessible and more advanced, but it's really cool that we already have all of these ideas for how to use this technology. Some uses for VR (other than gaming) are:
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
February 2020
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