Graphics Programs Reference
In-Depth Information
3D Modeling Basics
L earning the Language of 3D
Working in 3D is part art and (unfortunately for many artists) part math. The
art elements can be easy to understand and very translatable from other
artistic endeavors. The mathematic concepts will, however, likely be new and
at i rst unintuitive. Therefore, before we jump into learning the Silo tools that
will help build and dei ne our model, we will pause in this chapter to talk
about the important conventions of working in 3D.
This chapter is geared toward the inexperienced modeler. While most of
the rest of this topic focuses on the “hows” of creating and manipulating
geometry, this chapter attempts to cover the “whys.” Those familiar with 3D
or coming to Silo from another 3D package might want to briel y review this
chapter, or just reference it throughout the modeling process if questions
arise. The concepts we will cover include subdivision, using quads and face
loops, avoiding poles and holes, maintaining appropriate polygon density,
and working with references and primitives.
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