Graphics Programs Reference
In-Depth Information
Planning Your Model
The first step in making any object is to understand how it's constructed. The best train-
ing for a CG modeler is to visualize the elements that make up an object. Dissecting the
components of an object into primitive shapes will help you translate and re-create it
in 3D terms. You create the elements in Maya and then join them together to form the
desired object.
Gather as much information as you can about
the object you want to model. Take pictures from
many angles, get sizes and dimensions, and even
write down a description of the object. Try to re-
create it in a different medium, such as a charcoal
sketch or a simple clay or balsa-wood model. Why
go through these steps before you start the model
in Maya? The more perspectives from which you
see your subject, the better you'll understand and
be able to interpret your model.
Maya has a rich toolset for creating models, so
it's important to choose the methodology that best
matches the modeling task at hand. Be prepared
with sketches, pictures, and whatever information
you can gather before you sit down to realize your
CG model.
How detailed should your model be? This is a
crucial question, because a model that's too com-
plex, or a scene that has too much detail, wastes
precious computing time and power, which will
greatly increase render times.
Begin by deciding the purpose for your model.
Then, determine the level of detail at which it will
be seen in your CG scene. For example, consider
the two scenes in Figure 4.1. If you need to create
a park bench that is shown in a far shot (left), it
will be a waste of time and effort to model all the
details such as the grooves in the armrest. If, how-
ever, your park bench is shown in a close-up (right), you'll need those details. It's impor-
tant to plan your model in accordance with the level of detail it requires.
If you aren't certain how much detail you'll need, it's better to create a higher level of
detail rather than skimping. You can easily pare down the detail if it becomes unneces-
sary in the scene.
Figure 4.1
The level of detail
you need to include
in a model depends
on how it will
be seen in the
animation.
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