Monday, January 28, 2013

01 Modeling 3D Face | Reference

SMURFS:


I like Smurfs because of its human representation in simplified and exaggeration form. With this I can spend more time to explore the form of facial components.

Perspective - Smile

Perspective - Angry

Perspective - Shock

All facial components are constructed using NURBS: sphere, cone and torus.
Parameters that enable facial expression:
Eyeball (size & position) - translate/ rotation/ scale
Pupils (size & position) - translate/ scale
Eyelid (shape) - sphere span value
Eyebrow (shape & position) - translate/ rotation/ scale
Nose (size & orientation) -  rotation/ scale
Cheek (shape) -  translate/ scale
Mouth (shape) -  translate/ rotation/ scale
Lips (thickness) -  translate/ rotation
Chin (position) -  translate/ rotation
Ears (orientation) -  rotation

Front- Smile

Front- Angry


Front- Shock

Side- Smile

Side- Angry

Side- Shock

========== Below are the references I used ==========
LEFT: comic version (2D)    RIGHT: movie version (3D)

Saturday, January 26, 2013

Diego-san

"DIEGO-SAN", by Hanson for the Machine Perception Lab at the UCSD Institute for Neural Computation. With a face by David Hanson and Hanson Robotics, which mounts on a body by Kokoro, this robotic baby boy was built with funding from the National Science Foundation and serves cognitive A.I. and human-robot interaction research. With high definition cameras in the eyes, Diego San sees people, gestures, expressions, and uses A.I. modeled on human babies, to learn from people, the way that a baby hypothetically would. The facial expressions are important to establish a relationship, and communicate intuitively to people. As much a work of art as technology and science, this represents a step forward in the development of emotionally relevant robotics, building on previous work of David Hanson with the Machine Perception Lab such as the emotionally responsive Einstein shown at TED in 2009.

(http://www.ted.com/talks/david_hanson_robots_that_relate_to_you.html)