Here are some renders I have created:
Once the head was correctly mapped I could then use the same software to change the models facial expressions. Which is basically a process done during the development of games as seen in the image below; however the process is much more complex than the method I learnt.
This kind of gets me thinking that maybe one day this would be the mainstream use of actors and possibly 22nd century cinema may just consist of 3D generated characters as the development process would likely take less and less time as technology develops.
During the design process while using the software I have learnt the importance of basic camera techniques and the importance of space and lighting while filming/ rendering. In 3D modeling, lighting can mean the difference between a really good render and a poor render as I've found you can achieve the most detail on your models with the correct use of lighting.
I've also discovered the importance of camera shots as poor choice of shot can result in your background not being complemented, that is why I used a wide shot on the dragon render. However using wide/long range shots can result in a lose of emphasis on a character as-well as loss in detail on characters that I why I used a portrait shot on the character close ups.
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