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Glen creates Pop-Craft. Professional custom-made model kits using craft materials for the internets growing Fan-Film & Cosplay communities to reproduce and utilise within their own creative endeavors. Careful attention to detail guarantees the highest quality and craftsmanship in every paper kit he produces.
Why not join in the fun and become part of this community. If your a cosplayer, film-maker, artist, "actor", or are just looking for something creative to do then he has lots of exciting ideas and bespoke projects to help inspire you in the production of your own affordable fan-film, Mockbuster or Mash-up.
Showing posts with label Projects: Anatomy. Show all posts
Showing posts with label Projects: Anatomy. Show all posts

Friday, 21 November 2008

Project: A Life-Sized Human Skull Part 2

Quite a few paper attempts later and some sore fingers I've finally finished it.!
It would be interesting to try and make this paper model again without all the fold lines for a smoother look. One of these days I'll actualy finish the original 'hand made' skull I'd started, to compaire which method looks best, Hand-Made or Computer Modeled so to speak..

To be honest I was so fixcated on resolving the problem of making a human skull in paper that I'm not quite sure which direction to take this project now (?) Have been looking into the Mexican Day Of The Dead folk art skull decorations as one possible avenue, equally it could still be used as a fan film prop... I'm thinking Terminator - you know the skull crushing scenes...! :-)

Project: Life-Sized Human Brain Part 1

This seemed a good idea in the beginning and number two on my childhood creative paper model wish list... There's just something appealing to a young lad about a brain in a glass jar bent on revenge... :-)

From Left to right; Boskov - Evil Con Carne,
Krang - Teenage Mutant Ninja Turtles,
Alien Brain - The Fiend Without a Face, and Cain - Robocp 2

My inital sketch model works well enough, it even fits into my paper skull model (bit of a tight squeeze - maybe I've a bit more tweeking to do on it...) but, what really I could'nt figure out is how to get the artwork onto this complex paper model... I don't want to map a texture onto the computer modeled version they always come out stretched, blured and horrid. No, I want bright crisp and colourful arworks like those on my greetings cards.
In order to get the artwork to aline correctly maybe I'll need to simplify the shape even more... (?)

Oh well, I'll think of something. Till then I've put this project of mine 'on the back burner' for now... will come back to it later when I have a few graphic illustrator friends knocking at my door wanting a challenge - he,he,he - evil laugh :-)

Project: A life sized Human Skull Part 1

There are many Paper models I would have loved to be able to create in my youth. A complex shape like the human skull was always top of my agenda.

Sketch-Up, the only 3D software program I've managed to really get to grips with, has finally enabled me to explore this level of complex forms and in combination with a program called Pepakura I’m able to translate that shape back into the conventional 2 dimensional net patterns I need to create a paper model. Suddenly old projects I had to discount became feasible possibilities once again.
(Oh-My-God!! - Can open, worms everywhere...)

Now this all sounded quite a simple process indeed. From low polygon computer model, to a physical paper one in three or four easy steps. At the time I figured this would be a much quicker way to produce paper models than sculpting it in paper, from scratch, by hand however, the reality of it is quite the opposite.

Um... and Yes, I did attempt to make a paper skull by hand…

The time factor, could either be down to the complexity of the themes I‘ve chosen, or dew to the fact that now I could see and interact with my model on the computer screen the urge to tinker’, to make it ‘perfect’ was just too great but, one thing is for sure, modeling programs are certainly no substitute to the ‘old ways’. These programs are however a great tool, which allow you to 'raise your game' and attempt something a lot more complex and ‘advanced’ than perhaps you would normally attempt by hand. I would encourage you all to push the boundaries. As I always say, “if it’s easy, then it’s probably not worth doing…”

Many an evening was spent on Sketch-Up ‘tinkering’, repairing this damaged low-poly skull model I'd found. Referring back constantly to photos of real human skulls in order to improve on it’s original shape.
Numerous attempts were made going back and fourth between the virtual model and it’s subsequent amended paper version. This project has been an interesting learning curve for me. Creating something ‘virtually’ then being able to replicate that shape into a physical object it’s very reminiscent of how I felt seeing Eshas optical illusions for the first time.

I even ended up re-building the jaw and the underside of the skull completely, three times, because I really wanted the jaw to move and be able to attach to the skull some how but, It's one thing to make object in a virtual space but quite another to then have it in the real world…

My final design had to be split into smaller sections in order for Pepakura to work properly, hence the rudimentary colour code so I could remember which section belonged where, – even then Pepakura was still glitchy – and still is…


To be continued....