Graphics Reference
In-Depth Information
Fig. 15.8 Procedural trees in an architectural rendering (Image courtesy of Stefan Vink)
15.6
Conclusion
The advanced modeling techniques described in this chapter, subdivision surfaces,
sculpting, and procedural modeling are all valuable methods used to achieve spe-
cifi c results. No one technique will answer every need however, and artists should
keep this in mind when they select the tools they use. It may not be practical or
appropriate to make a character out of NURBS for a real-time game, but it is practi-
cal to build a character out of NURBS for a feature fi lm VFX sequence. Sculpted
models that have been baked as normal maps onto low resolution polygonal geom-
etry work very well for real time games but are inappropriate for the design of a
vacuum cleaner. Procedural tools are practical for building repetitive elements like
stadium seating in a football arena, but are less practical for designing unique shapes
like a specifi c person's face.
When working in CG, it is easy for an artist to become such an expert at the use
of one type of tool that they neglect others. This failure to remember that no one tool
type or geometry class is appropriate for every purpose can impair quality and effi -
ciency. Keep this in mind when you are faced with choices of this type so that you
don't block unfamiliar but sensible options from consideration.
References
Catmull, E., & Clark, J. (1978). Recursively generated Bspline surfaces on arbitrary topological
meshes. Computer-Aided Design, 10 (6), 350-355.
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