Graphics Programs Reference
In-Depth Information
We will also look at other techniques, such as designing for 3-D printing. Many times a design is printed
on a 3-D printer to generate a physical maquette that can be held and experienced ( Figure 1-52 ). This is a
common practice as well, and it is quite rewarding to see your work in the real world. Luckily the price of
3-D printing is dropping substantially, so it is accessible to most consumers now.
Figure 1-52: This digital sculpture by Bryan Wynia was printed on a 3-D printer to create the physical
maquette in image B.
Another powerful aspect of this process is that your underlying model is reusable. It has never been easier
to grow and create variations on a character than now with ZBrush. In a matter of minutes, multiple versions
of a character can be worked up and put before a director for evaluation. This kind of immediate feedback
allows artists to get the character exactly as the director wishes faster than even before ( Figure 1-53 ). It also
allows far more possibilities to be explored in less time.
Figure 1-53: Variations on a character can be created quickly.
We have taken an in-depth look at the various tenets of design I try to keep in mind as I work. We will
refer back to many of the concepts in this chapter throughout the rest of the tutorials in this topic. The les-
sons in this chapter will serve you well as you develop ideas for creature and character concepts. Let's move
on now and put these lessons into practice.
In the next chapter I will illustrate the process of designing an alien character bust. Throughout the pro-
cess, we will refer back to many concepts from this chapter such as gesture, shape language, and rhythm.
Let's get started!
 
 
 
 
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