Graphics Reference
In-Depth Information
8.9
Relative Value of Structural Contribution
Vertices should be present to defi ne changes in the shape of an object, texture
boundaries, to allow movement of an animated object, and to increase the resolu-
tion of a lighting solution. Do not add vertices unless they accomplish one or more
of these goals. Every additional vertex is another piece of data that you must per-
sonally keep track of. Do not add these unless you must, and be sparing when you
do. This rule should be followed even when working with a generous poly budget
to avoid waste.
8.10
Resolution Contrast
Use the same resolution for all similar objects in your scene. If you are inconsistent,
it will show as resolution contrast whenever objects of differing resolution are near
each other (Fig. 8.6 ).
8.11
Texture Maps
Texture maps represent structural detail that is too fi ne or too complex to practically
represent using geometry. Even spray painted graffi ti on a wall is made of minute
particles of paint. The particles have dimension and could theoretically be repre-
sented as solid pieces of geometry. The problem is that the quantity needed would
be so great that the fi nal scene would not be renderable and it would take much more
time to build the model. On a more recognizable level, tiling patterns of bricks or
sidewalk pavers are objects of easily defi ned dimensions, but because of their num-
bers, are often represented with maps instead of geometry (Fig. 8.7 ).
Fig. 8.6 When adjacent geometry does not have consistent texture resolution, the contrast weakens
the aesthetic and technical quality of the model
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