Graphics Programs Reference
In-Depth Information
5
modeling the detAils
In Chapter 4, we blocked in the basic elements
of the projects, creating the block-in of the Jungle
Temple and modeling base meshes for sculpting the
Bat Creature and Spider Bot. In this chapter, you'll
learn how to flesh out this framework to create fin-
ished models.
To create the final models, we need to transform
our simple geometry using a mix of techniques.
These techniques include using modifiers to add
procedural details as well as modeling elements by
hand. Our aim should be to end up with clean, well-
modeled, detailed meshes, without overcomplicat-
ing things or introducing unhelpful geometry that
could slow down renders or create artifacts.
Modeling details is great fun, but it can also be
quite repetitive, so I won't exhaustively cover the
process of making every part. Instead, I'll focus on
key aspects of creating certain elements of projects
that are the most interesting or tricky and leave the
rest to your imagination. We'll begin with some
discussion of topology, discuss what constitutes
a “good” mesh, and then move on to the actual
modeling.
Topology
To p of l of g y describes the way that the edges and faces
of a mesh connect and flow across its surface. We
covered the basics of topology when creating the
base meshes for sculpting the Bat Creature and
Spider Bot—namely, creating even loops of vertices
around the arms and legs and avoiding triangular
faces. Now let's talk about why we do things this way.
There are many ways to create meshes that have
the same basic shapes but use very different configu-
rations of faces in their construction, as you can see
in Figure 5-1.
While the shapes in Figure 5-1 are roughly the
same, the middle mesh is the most useful because
its geometry flows with the form of the face, creat-
ing loops around the eyes and the mouth and run-
ning neatly down the neck and over the head. Also,
it describes the forms of the head just as well as (or
better than) the other meshes, while using fewer
faces.
The flowing characteristics of this mesh are
also important for animation because they allow the
mesh to deform easily and smoothly. For example,
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