Graphics Programs Reference
In-Depth Information
someone throws out an opinion; they are simply trying to
help you out. Even if they are driving you insane with
“Can you move that bag over about half a unit?” Listen
and take in all this information, and then go back in and
re-evaluate some of these areas. Some ideas may be good,
some may not, but at least be willing to explore different
options.
Devise a naming convention and stick to it.
If you are sharing files with another artist, please, for the
love of God and all that is holy, keep the naming conven-
tions in place that the team has been using. And if you're
tasked with creating the naming convention, label your
files with something like “Female_Head_34,” rather than
“H34fdas.”
Always keep your polygon flow clean.
This will make your life a whole lot easier. By keeping
your polygon flow clean you'll be saving yourself time
everywhere down the line from high-poly modeling to
texturing. Also, if another artist needs to come behind
you and either use something from your original model
or make a tweak, he won't make fun of you for being a
wall-eyed artist who models with his feet.
Give the poor animators a break!
Keep in mind that your model is not a statue! Unless it
literally is a statue… then you can ignore me. If the char-
acter you are modeling is a real, honest-to-god character
that will be animated, add some extra edge loops for the
animators, won't ya? By adding edge loops to areas of the
model such as the neck, shoulder, elbow, wrist, back,
stomach, knees, and ankles you'll be saving the animator
from wanting to twist your neck because he can't make
the character bend forward 20 degrees or look left or right
20+ degrees. This won't just keep his blood pressure
down, but will also make your character look much better
in the end.
 
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