Graphics Programs Reference
In-Depth Information
FIG. 2.6 Leaving holes in a model (as on the left) that are not connected all the way through (as on the right)
can cause problems when subdividing or trying to use a model in third-party programs.
Working from Reference Images
Nearly all 3D work is done from reference material to some degree or another.
Reference material will often be actual front and side views of what you want
the model to look like along with photographs or drawings of objects that are
similar to the planned i nished product. In Silo, you can display these images
directly in the viewports while you are working, but you might also just have
them on hand to look at.
There are many reasons for using reference material, and a good portion of
Chapter 4 is dedicated to the reference material gathering process. Two main
reasons are:
1.
Even with a clear direction for a model, it is very hard to visualize what the
model will look like from all angles and in every nook and cranny. Unlike
with 2D art, there is not much you can hide on a 3D model, and often
getting a calf muscle right is just as important as a smile. A picture is worth
a thousand words, but a model is worth a thousand pictures—it has to
look good rendered from any angle.
2.
Even the most abstract creatures look best when core structures match
something in reality. A 3D model of a dragon, for example, can benei t
from referencing a lizard or alligator, or a spaceship might draw on design
elements of i ghter planes or submarines.
M odeling with Primitives
Hugely important in 3D is the idea of working with premade content that can
serve as the starting point for a model. Within the 3D community, there is no
sense that you are taking the easy route by doing this; it's all about getting the
best result as quickly and ei ciently as you can. Silo includes a set of primitive
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