Polygonal Modeling: Basic and Advanced Techniques (Worldwide Game and Graphics Library) by Mario Russo - Presentation Transcript
Polygonal Modeling: Basic and
Advanced Techniques (Worldwide
Game and Graphics Library) by Mario
Russo
Nice Foundation!
Polygonal modeling is the process of creating objects in a 3D environment.
It is the foundation for the creation of all 3D graphics and the essential
building block of a career in computer graphics. Polygonal Modeling: Basic
and Advanced Techniques provides in-depth coverage of polygonal
modeling, including practical lessons on topology construction, a focus on
the fundamentals of subdivision workflow, and a discussion of the technical
aspects of modeling organic and inorganic objects. The book includes
illustrated quick start modeling guides to 3ds max and Maya. Explore
and evaluate a variety of subdivision techniques. Learn about polygonal
objects and their most common properties. Discover how to use the tools
and operations found in major 3D packages for polygonal modeling.
Follow along with the step-by-step illustrated exercises that demonstrate
the process of character modeling.
Personal Review: Polygonal Modeling: Basic and Advanced
Techniques (Worldwide Game and Graphics Library) by Mario
Russo
I just encountered this book about a year into my coursework and I wonder
why it hasn't appeared any sooner. It has a great deal of information that
would have been helpful to know up front, such as detailed explanations
about WHY things work the way they do, such as typical subdivision (a.k.a.
smoothing algorithms.) It also covers modeling specifically for a
subdivided final product (and how your cuts and other operations will effect
the smoothing in the end) which is also something books don't tend to
specifically cover. It's pretty important to know how to control the outcome
of your modeling, as most models WILL need smoothing to look good in
the end (unless you plan on manually implementing tons of polygons,
which isn't a very efficient way to approach things, AND will *NOT* work for
game models.)
Overall, I think this is a really important book to look into if you're serious
about 3D modeling. There is a heavy focus on character modeling, which
tends to be one of the most struggled with subjects in 3D modeling, and he
covers it for both a male and female model type.
Just be aware... this guy is super advanced and actually ends up with T-
junctions in his work because he knows how to effectively control them.
This may be confusing to early students, since you taught to avoid T-
junctions at all costs. Just be aware that you generally don't want those in
your mesh, but when you're advanced advanced enough, you'll know how
to make them work FOR you. Just don't jump the gun!
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Polygonal Modeling: Basic and Advanced Techniques (Worldwide Game and Graphics
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I just encountered this book about a year into my c more
I just encountered this book about a year into my coursework and I wonder why it hasn't appeared any sooner. It has a great deal of information that would have been helpful to know up front, such as detailed explanations about WHY things work the way they do, such as typical subdivision (a.k.a. smoothing algorithms.) It also covers modeling specifically for a subdivided final product (and how your cuts and other operations will effect the smoothing in the end) which is also something books don't tend to specifically cover. It's pretty important to know how to control the outcome of your modeling, as most models WILL need smoothing to look good in the end (unless you plan on manually implementing tons of polygons, which isn't a very efficient way to approach things, AND will *NOT* work for game models.)
Overall, I think this is a really important book to look into if you're serious about 3D modeling. There is a heavy focus on character modeling, which tends to be one of the most struggled with subjects in 3D modeling, and he covers it for both a male and female model type.
Just be aware... this guy is super advanced and actually ends up with T-junctions in his work because he knows how to effectively control them. This may be confusing to early students, since you taught to avoid T-junctions at all costs. Just be aware that you generally don't want those in your mesh, but when you're advanced advanced enough, you'll know how to make them work FOR you. Just don't jump the gun! less
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