3D Art Essentials: The Fundamentals of 3D Modeling, by Ami Chopine

By Ami Chopine

Create top of the range 3D animations and types by utilizing the fundamental ideas and ideas of 3D artwork offered by means of GeekAtPlay.com's Ami Chopine. this useful studio reference breaks down the middle techniques into easy-to-understand segments and teaches you the 'why' as well as the 'how.' utilizing program agnostic step by step tutorials, this booklet teaches you the way to version, pose, and texture your creations in addition to surroundings construction, animation, and rendering. examine which functions are top on your wishes and the way you may get all started creating wealth within the 3D box. The spouse web site contains video tutorials, types, venture documents, and different assets. This e-book is recommended via Daz3d.com and comprises particular Daz3d types. *Teaches the fundamentals and rules at the back of developing 3D paintings with the following tips and strategies that hide every thing from texturing to portray and scripting to rendering *Filled with 30 print and video tutorials for written by way of Ami Chopine of GeekAtPlay.com and that includes new versions from Daz3d.com! *Companion web site comprises types, animations, video tutorials, hyperlinks, and extra

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Additional info for 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation

Example text

They can go on and on forever straight in each direction. The triangle can only be on one plane. Existing on only one plane is called being planar. Quads and n-gons can be, and ideally are, only planar. But you can bend up a corner and they can become non-planar. Now, not all applications can work with non-planar polygons. If a polygon is non-planar, it can and will sometimes automatically, be broken down into the simpler and more digestible triangles. 3 Non-planar (left) and planar (right) polygons.

3 DooeSabine and triangle subdivision. 57 58 Chapter 5 SUBDIVISION SURFACES: THE MARRIAGE OF POLYGONS AND NURBS Topology Once you have subdivided a mesh several times, it begins to look more like a curved surface. But before you do that, and during the entire creation process, you want to make sure that your control cage e that first, undivided polygon mesh e is clean and simple, as well organized as possible. The layout of polygons across your mesh is its topology. Imagine a sheet of rubber. You can stretch it, twist it, and deform it in countless ways without ripping or cutting into it.

It has the characteristic that every new vertex will always have four edges connected to it. After several iterations of this type of subdivision, a cube tends to remain a cube. However, all corners become beveled and applying a UV mapped texture can be tricky, as the original edges are now faces. The other is loop subdivision, which splits each triangle face into four triangles by connecting middle edge points, then averages out the vertices to smooth it. This method is very useful when only triangles can be used in modeling.

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