Step 1: Buy and download existing 3d models to use as a starting point (a male figure and a female figure). So far, I have purchased these guys (for $25, not bad):
Step 2: Add hair and clothing. According to Clark: "Males and females during the Inca period had long hair...each female had hundreds of tiny braids and possibly the males." So braids look like a good plan (for now anyway). As for the clothing, I have an accumulating database of reference images - some from Clark and some from another classmate who has met with Anne Tiballi (a Binghamton University grad student working with Andean mummies and the textiles found with them). I think I'll start adding features to the woman model first (no particular reason why, I just want to).
Step 3: Unwrap textures. Hopefully, this won't be too difficult to do (it's still the scariest part of the process for me, though). Basically how texturing works is that you obtain a texture map of your 3d model using various means of projecting the boundaries of their polygons onto a surface (for example, you could project onto a plane to get a "planar" projection or onto a sphere surrounding the model to get a "spherical" projection). The models I downloaded came with texture maps, but I'll probably have to create new texture maps after I add clothing and hair to them. Here's what the woman's looks like at the moment (no clothes or hair):
Once you have a texture map, you paint the colors that you want the model to have onto it. So, if I wanted to give the woman blue eyes, I would have to find the part of the texture map that corresponds to her face (see it there next to that gray bar midway down the image on the right?), find the eye polygons and color over them with blue (in Photoshop or some other image manipulation program). What you end up with is something like this:
(Assassin's Creed anybody? Haha). Obviously this is not the painted texture map that I'd use for the Incan woman, but you get the point.Step 4: Rig the models (i.e. add skeletons to them). This involves making a human joint structure for both models which can then be "bound" to them to make them move. Once that's done, I'll have to "paint weights" to make sure that if, say, I move the arm of the skeleton, only the model's arm moves and not a piece of his/her leg.
And that, my friends, is my current plan of action. :-)

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