Index

2D animatics, 37

2D base mesh, 170–174

2D paint programs, 9, 14, 15

2D software, 15

2D to 3D conversions, 72–73, 74, 174

3D animatics, 37

3D Artist, 385

3D Art to Part, 327

3D characters, 239–263

and box modeling method, 240–241

building body for, 253–256

and clean geometry, 239

creating head for, 242–246

detailing face for, 247–253

reviewing/changing, 262–263

3D-Coat, 282, 300

3D films, 344

3D gaming, 299–300. See also game modeling

3D graphics, 5

3D graphics programs, 9

3D illustration, 321

3D meshes, 4. See also 3D models; meshes

3D modeling. See also digital modeling

applications, 9, 10

hardware required for, 10–12

3D models. See also digital models

for computer games, 299 (See also game modeling)

creating, 4

examples of, 6

of human head, 213–237 (See also head model)

reference materials for, 78–81

sources of, 4

of stylized character, 239–263 (See also 3D characters)

3D polygonal objects, 180–195

3D printers, 322–327, 338

3D printing, 321–341

cost considerations, 327

defined, 321

file format considerations, 331

guidelines, 332–334

how it works, 322–327

preparing digital model for, 329–334

producing toys via, 334–341

sealing considerations, 326–327

service bureaus, 327, 331

ways of using, 328–329

3D product visualization, 358–359

3D scanning, 131–133

3D.sk, 91

3ds Max, 14

3D software, 14

3D space, 72

3D text, 168–179, 198–204

3DTotal, 11, 383, 385

3D visualization, 356–359

3D World, 385

3-point polygons, 109, 156–157, 270, 278

4-point polygons, 156–157, 262

A

active scanners, 132

Adair, Dustin, 355

additive manufacturing, 322

ADG (Art Directors Guild), 69, 70

Adobe Photoshop

and 2D paint/image manipulation, 15

adjusting color/levels with, 96

alternatives to, 15

applying skin details with, 48

mirroring images with, 218

scaling/rotating images with, 217

template tools, 371

and texturing, 48

Adventures of Tintin, The, 70

Agency typeface, 198

alpha maps, 317

alphas, 283

anatomy, digital model, 102–112, 286, 302

anatomy reference, 85, 89

Android devices, 355

animated shorts

production pipeline for, 24

recording scratch track for, 36

as testing ground for new artists, 348–349

voice recording for, 39

animatics, 37–38

animation

common departments for, 23

importance of audio in, 64–67

post-production stage, 61–75

pre-production stage, 25–39

production stage, 40–61

and rigging process, 45, 53

animation director, 50

Animation Factory, 80

animation tools, 134–137

animators, 50, 52

API (Application Programming Interface), 11

Applehead Factory

content directories, 143

creating logo for, 168–179

reference collection, 89

storyboarding at, 34–35

toy manufacturing experience, 338, 341

Application Programming Interface (API), 11

architectural visualization, 357–358

armatures, 282–283

art department, virtual, 69–72

art directors, 28, 40

Art Directors Guild (ADG), 69, 70

attribute-driven models, 114

audio engineers, 64

audio recording

scratch voice, 35–36

voice, 39

Autodesk, 383

Avatar, 69, 70

B

Baker, Rick, 39

Barker, Clive, 39

base mesh, 112, 170–174

base pose, 45, 162–164

bases, model support, 333

Battle for Terra, 72, 74

Battlestar Galactica, 59, 63

beveled edges, 199, 222

Bézier curves, 109, 111, 172

binding agents, 322, 325, 326

Blair, Linda, 39

Blender, 14

blocking, 52

Blogger, 371

blueprints, 25, 33, 268–270

blurry images, 92–93

boat images, 92

bones, 135–136

bookstores, 89

bottle caps, 275–276

bottles, 266, 268–279

Boughen, Nicholas, 58

box modeling

creating character models with, 126–127, 240–241

creating head models with, 214–215

first step in process, 126

as Holy Grail of modeling, 122

vs. edge extend method, 214–215

Branit, Bruce, 350

Branit|FX, 350, 352

Breaking Bad, 350

brushes, sculpting, 283–284. See also ZBrush

B-splines, 110

Bubble Guppies, 350

build out method, 122–124

bump maps, 180, 317

business cards, 87

C

CAD (computer-aided design), 111, 128, 268

cameras, 85–86, 96

Cameron, James, 69, 70

Canon PowerShot, 85

Captain America, 74

career advancement, 387–388

careers, digital modeling, 5, 344–361

Carnivores Cityscape, 381

cartoon characters, 118, 127. See also character models

CBeebies, 350

CG (computer graphics)

careers in, 7

online communities, 11, 383, 385

production pipeline, 41

software, 13–14

CG Arena, 385

CG_Content folder, 143–144

CG Society, 11, 383, 385

chamfers, 175

Chan, Alan, 26–27, 81

character designers, 31

character models, 239–263

box modeling, 240–241

building body for, 253–256

for console games, 299

creating hands for, 256–262

creating heads for, 242–246

detailing face for, 247–253

gathering reference material for, 84–85

prepping for production, 40–41

questions to ask about, 82

reviewing final mesh for, 262–263

character technical directors, 43

Christmas Carol, A, 70

Cinefx, 385

Clarke, Jamie, 89

Clay Buildup brush, ZBrush, 302

Clay Polish brush, ZBrush, 304

clay sculptures, 29, 321

clean modeling, 147–159

cloning, 111, 318

closed meshes, 329–330

cloth effects, 55

clothespin model, 205–211

color correction, 61, 63

color maps, 106, 315–316

color stylists, 29

color texture maps, 315–316

color theory, 61

commercials, 352

compositing, 61–64, 98

compositing programs, 64

compositors, 61

compound curves, 268

computer-aided design (CAD), 111, 128, 268

computer games, 353

computer graphics

careers in, 7

online communities, 11, 383, 385

production pipeline, 41

software, 13–14

Computer Graphics World, 385

computer processor speed, 10

concept artists, 29

conferences, industry, 382

console games, 353

construction-driven models, 114

contact information, 373

contact scanners, 131–132

content directory structure, 142–147

contests, 380

contiguous mesh, 103, 107

control cage, 112

copyrighted material, 91

cores, 10

CPU speed, 10

creature models, 284–319

adding surface detail to, 294–297

creating creature sculpt for, 300–305

creating UVs for, 314–315

doing second pass for, 292–293

generating maps for, 315–319

performing retopology for, 305–313

producing 3D sketch for, 284–285

sculpting arms for, 288–289

sculpting head for, 289–292

sculpting legs for, 286–288

cropping images, 98

CSI: Crime Scene Investigators, 133, 350

CT scans, 132–133

curves, 109, 110, 111, 172, 268

cutaways, 35

cut-ins, 35

cutscenes, 356

Cyberware, 131

D

Davis, Jarrod, 55–56

death mask region, 231

Deep Exploration, 331

deformations, 158

Demo Reel Breakdowns (DRBs), 366–367

demo reels, 361–369

burning, 369

case/sleeve for, 361–364

essential content for, 365–367

importance of, 361

labeling, 369, 378

offering online versions of, 371, 373

recommended length for, 368

sending out, 377

sound track for, 368

updating, 385–386

depth artists, 74

depth effect, 203

diamond polygons, 157

DiDomenico, Joe, 34–35

digital cameras, 85–86, 96, 99

digital creature maquettes, 284–297

adding surface detail to, 294–297

doing second pass for, 292–293

producing 3D sketch for, 284–285

sculpting arms for, 288–289

sculpting head for, 289–292

sculpting legs for, 286–288

Digital Domain, 345

digital modelers. See also digital modeling

hard surface vs. organic, 113–117

job market for, 5, 343–361

networking with other, 382–384

as problem solvers, 17

role of, in production pipeline, 40–42

skills required for, 7, 141, 147

tools used by, 78–84, 134–137, 381

digital modeling

careers in, 5, 344–361

changing your thinking about, 16–19

defined, 4–5

examples (See digital modeling examples)

hardware required for, 10–12

industry insights (See industry insights)

industry overview, 344–361

key to succeeding in, 16, 391

knowledge/skills required for, 7, 9, 77–78, 147, 380–381

methods, 121–139

production pipelines, 22–75

staying current on, 380–386

teamwork required for, 21–22

digital modeling examples

3D polygonal object with seams, 180–195

3D polygonal text, 168–179

3D text with SubDs, 198–204

digital sculpting, 281–297

game modeling, 299–319

product modeling for print graphics, 265–279

realistic head, 213–237

stylized character, 239–263

SubD object, 205–211

digital models

3D printing of, 321–341

preparing for production, 159–165

as reference material, 94

terminology, 102–112

types of, 102

digital reference material, 89

digital sculpting, 281–297

adding surface details, 294–296

of arms, 288–289

creating creature maquette with, 284–297

defined, 128, 281

Glen Southern’s approach to, 282–283

of heads, 289–292

of legs, 286–288

for next-gen game model, 300–305

programs/tools, 122, 132, 282–284, 300

second pass, 292–297

ways of using, 128–130, 281

directories, content, 142–147

directors, 26, 28, 67–68

Directory of Illustration, The, 370

directory structure, 142–145, 147

displacement maps, 330

Documents folder, 144

“Do My Job” button, 17, 78

Drag Rectangle option, ZBrush, 294

Draw mode, ZBrush, 290

DRBs (Demo Reel Breakdowns), 366–367

dual monitor setups, 11–12

DVDs, burning/labeling, 369

DVD training videos, 15

Dynamesh feature, ZBrush, 284–285, 289, 304

dynamics, 136–137

E

ears, 232–234, 251–252

Ebay, 89

edge extend modeling, 123–124, 214–215

edge loops, 154–155, 199, 202

edges, 107–108

edge weights, 107–108

editors, 37, 67–68

effects artists, 53–56

Einstein, Albert, 153

elemental effects, 53

EPS files, 169, 198

Etter, Ryan, 372

events, industry, 382

exercise, 386

extrusion, 111, 203

eye masks, 225

eyes, 219–225, 247, 330

F

fabric dynamics, 53

Facebook, 382

faces, 108, 213, 247–253. See also head model

facial animation, 53, 106

facial expressions, 216

Falling Skies, 350

feather effect, 55

feature films, 345

FGP virtual world, 181

fillets, 175

film industry, 344–349

film terminology, 35

final edit, 67

final pass, 160

fingers, 256–262

fire effect, 53, 55

Flash, 111, 372

focal shift, 292

Foundation 3D, 11, 383

Foundry, 64

four-point polygons, 156–157, 262

four-point triangles, 157

Freeform, 132, 359

Frima, 355

FunGoPlay, 116, 117, 134, 181, 355

fur effect, 55

G

Gamache, Erik, 345

game industry, 353–356, 381

game modeling, 299–319

creating creature sculpt, 300–305

creating UVs for low-poly model, 314–315

generating maps for low-poly model, 315–319

Glen Southern’s approach to, 300

growth of, 299

next-gen, 299, 300

performing retopology, 305–313

GIF files, 373

GIMP, 15

Google, 89

Google Groups, 382

Gordon, Johnny, 52–53

GPU-based rendering, 11

graphics cards, 11

Graphics Processing Unit (GPU) technology, 11

graphics tablets, 282

grayscale images, 283, 317

greed, 375

Grid Iron Gladiators, 116

H

hair fibers, 53

handheld devices, 355

hands, 152, 256–262

hard surface modeling, 113–117

hard surface objects, 116

Harryhausen, Ray, 90

head model, 213–237

build out approach to, 122

challenge to creating, 213

choosing modeling method for, 214–215

choosing style for, 118–119

for creature maquette, 289–292

defining surface of, 108

modeling components of, 219–237

reference photos for, 97, 216–218

ways of using, 213

health considerations, 386

Heinzen, Kory, 29–32, 372

Hellhound creature, 300–319

creating creature sculpt for, 300–305

creating UVs for, 314–315

generating maps for, 315–319

performing retopology for, 305–313

hinge joints, 45

hi-res textures, 11

homesickness, 374–375

horse illustration, 93

How to Train Your Dragon, 72

human head. See head model

I

Illustration, The Directory of, 370

illustrations, 93–94

Illustrator, 111, 169, 198

image-based meshing, 132

image manipulation software, 14, 15, 96

images

adjusting color/levels for, 96–97

compositing multiple, 98

cropping, 98

naming, 99

overprocessing, 97

rotating, 97

scanning, 96

sizing, 97–98

Images folder, 145

indie films, 346–347

industry conferences/events, 382

industry insights (by contributor)

Boughen, Nicholas, 58

Chan, Alan, 26–27

Davis, Jarrod, 55–56

DiDomenico, Joe, 34–35

Gordon, Johnny, 52–53

Heinzen, Kory, 29–32

Ladnier, K. C., 65–67

Maldonado, David, 74

McDonough, 46–47

Nieves, Angel, 49–50

Powers, Rob, 70–72

Smith, Kurt, 44–45

Southern, Glen, 41–42

Stringer, Lee, 63–64

Tsirbas, Aristomenis, 38

Welch, Farrah L., 59–61

industry insights (by topic)

animatics, 38

animation, 52–53

compositing, 63–64

effects artists, 55–56

lighting, 58

render artists, 59–61

rigging, 44–45

role of 3D modelers, 41–42

set decoration, 46–47

sound design, 65–67

stereoscopic 3D, 74

storyboarding, 34–35

story development process, 26–27

texturing, 49–50

virtual art departments, 70–72

visual design, 29–32

industry news/trends, 384–385

Inflate brush, ZBrush, 292

inflexibility, 376–377

Inhance Digital, 22, 59

ink jet 3D printers, 322–324

Inside the Living Baby, 133

Internet

forums, 11

as source of reference images, 89

as tool for self-promotion, 370

internships, 375

interviews, job, 378

iPad, 355

iPhone, 355

Iron Sky, 346

J

Jack the Giant Killer, 70

jawlines, 231–232

Jimmy Neutron, 350

job interviews, 378

job opportunities, digital modeling, 5, 344–361

job search sins, 374–380

Joe Zeff Design, 360

joints, 338

JPEG files, 373

K

keys, 79

Kraftwurx, 327

L

Ladnier, K. C., 64–67

laugh lines, 228

layout artists, 37, 45, 46, 52

layout foundations, 186–190

Lee, Jason, 372

legs, 286–288

“less is more” rule, 153

letterforms. See text

level design, 381

libraries, 89

light, color of, 63

lighting artists, 56–58

lighting conditions, photos with extreme, 92–93

lighting technical directors, 56

LightWave 3D, 14, 15, 71, 157, 367

lines, 102, 107

LinkedIn, 382

lip sync, 53

Littlest Pet Shop, 341

localized detail, 151–152

logos, 168–169

loops, edge, 154–155, 199, 202

low-poly models

creating UVs for, 314–315

generating maps for, 315–319

poly-count considerations, 306

Lucasfilm, 63

Luxology, 383

M

magazines, trade, 385

Makerbot, 327

Maldonado, David, 74

maps

alpha, 317

bump, 180, 317

color, 106, 315–316

displacement, 330

morph, 106

normal, 300, 318–319

selection, 107

texture, 15, 48, 104, 315–316, 330

UV, 40, 48, 104

vertex, 103–107

weight, 40, 105–106

maquettes, 284–297

adding surface detail to, 294–297

defined, 29

digital sculpting of, 129

doing second pass for, 292–293

producing 3D sketch for, 284–285

sculpting arms for, 288–289

sculpting head for, 289–292

sculpting legs for, 286–288

Mars Needs Moms, 70

mattes, 63

Maya, 14

McDonough, Ed, 46–47

measuring, 86–87

medical illustrations, 132–133

memory, 10

MeniThings, 38

Merton, Robert K., 16

meshes

closed, 329–330

contiguous, 103, 107

controlling poly-count for, 148

delivering production-ready, 40

hard surface vs. organic, 113–117

hiding portions of, 292–293

image-based, 132

polygonal, 112

position/rotation of, 160

tools for generating, 13–14

metal printing, 327

metal spring model, 209–211

Method Studios, 58

micro-bevels, 174–177

microphone model, 136–137

MicroScribe G2 scanner, 131

Minolta Vivid Laser scanner, 132

mirroring, 218, 224, 278

M&Ms, 219, 360

mobile apps, 355

model classification, 113–117

modelers, 5–7, 40, 141. See also digital modelers

modeling. See also digital modeling

3D polygonal object with seams, 180–195

3D polygonal text, 168–179

3D text with SubDs, 198–204

clean, 147–159

departments, 40

edge extend, 123–124, 214–215

game, 299–319 (See also game modeling)

methods (See modeling methods)

pilates, 83

practices (See modeling practices)

preparing for career in, 77–78

product, 265–279

realistic head, 213–237

to scale, 159–160

software/tools, 13–15, 42, 78–84, 134–137, 381

stylized character, 239–263

SubD object, 205–211

supervisors, 40

modeling methods, 121–139

3D scanning, 131–133

box, 122, 126–127, 214–215, 240–241

build out, 122–124

digital sculpting, 128–130, 291–297

mixing, 138–139

patch, 127–128

primitive, 124–125

modeling practices, 141–165

clean modeling, 147–159

directory structure, 142–145

naming conventions, 142, 145–147

preparing model for production, 159–165

models

creating multiple versions of, 165

positioning, 160

preparing for production, 159–165

as reference material, 94

terminology, 102–112

types of, 102

model sheets, 29, 40

model styles, 117–119

Modo, 14, 282

monitors, 11–12

morph maps, 106

mouths, 228–230, 246

Move brush, ZBrush, 286

movie industry, 344–349

movie reference, 90

MTM, 49

Mudbox, 42, 122, 282, 300

multi-core CPUs, 10

multi-knots, 109

N

naming conventions, 99, 142–147

National Geographic Channel, 133

networking, 382–384

news, industry, 384–385

NewTek, 15, 71, 383

NextEngine 3D Scanner, 131

NextFab, 327

next-generation models, 299, 300

n-gons, 49, 109, 149, 157, 201

Nickel, Jon-Troy, 129

Nickelodeon, 350

Nieves, Angel, 49–50

noncontact scanners, 132–133

Non-Uniform curves, 109

normal mapping, 300, 318–319

noses, 225–227, 245

notebooks, 87–88

Nuke, 64

NURBS surfaces, 102, 109–112, 127

nurnies, 60

NVIDIA graphics cards, 11

O

objects, naming, 146–147

Objects folder, 145

OBJ files, 312, 315

observational skills, 81–82

offline rendering, 148–149

online communities, 382–384

online forums, 11, 382, 383

online reference material, 89

OpenGL, 11

open source software, 14

organic modeling, 113–117

organic models, 117

organization skills, 147

origin, centering model at, 160

O’Riley, Chris, 80, 94, 372

P

Paint.net, 15

Paint Shop Pro, 15, 96

Partly Cloudy, 126, 240, 241, 348–349

patching, spline, 272–277

Patchkey Kidz, 4

patch modeling, 127–128

persistence, 379–380

personal Web sites, 370–374

perspective, 31

photo-real models, 118

photos, reference, 97, 216–218, 268

Photoshop

and 2D paint/image manipulation, 15

adjusting color/levels with, 96

alternatives to, 15

applying skin details with, 48

mirroring images with, 218

scaling/rotating images with, 217

template tools, 371

and texturing, 48

physics-based simulations, 136

PICNIC, 19

piecewise polynomial curves, 110

pilates, modeling, 83

Pixar, 25, 36, 126, 240, 348

Pixologic, 15, 282

Pixomondo, 44

PlayStation, 353

PNG files, 373

point by point modeling, 123

points, 102–103

Pokemon, 341

Poker with Bob app, 355

pole polygons, 157

Polly Pocket, 341

Polycount, 383

poly-count, 148

poly-flow, 153, 156

polygonal mesh, 112

polygonal modeling, 167–195

polygonal models, 102, 108–109. See also polygons

polygon-count, 148–153

polygon flow, 153, 156, 282

polygons

and 3D printing, 332

controlling flow of, 156

counting, 149–151

deciding on number of, 151–153

defined, 102, 108

patching in, 201–202, 272–273

and rule of three, 158–159

sharing of edges by, 107

sharing of points by, 103

and texturing, 49

types of, 109

and visual effects, 55

Polypaint feature, ZBrush, 316

PolyTrans, 331

Ponoko, 327

portfolios, 361, 370, 373, 377. See also demo reels

poses, 45, 162–164

Postcards from the Future, 26, 81

post-production stage, 61–68

audio, 64–67

compositing, 61–64

final edit/delivery, 67–68

powder prints, 326

Powerhouse Punter, 355

PowerPoint, 198

Powers, Rob, 69, 70–72

Praying Mantis, 80

pre-production stage, 25–39

animatics, 37–38

purpose of, 25

scratch voice recording, 35–36

storyboarding, 33–35

story development, 25–28

visual design, 28–32

voice recording, 39

primitive modeling, 121, 124–125

printed reference material, 89–90

print graphics

product modeling for, 265–279

role of digital artists in, 360–361

printing, 3D. See 3D printing

printing service bureaus, 327, 331

problem solving, 82–84

production

illustrators, 29

pipelines (See production pipelines)

preparing model for, 159–165

stage (See production stage)

production-driven models, 113–114

production pipelines, 22–75

defined, 22

evolution of, 68–75

graphical representation of, 24

post-production stage, 61–68

pre-production stage, 25–39

production stage, 40–61

production stage, 40–61

animation, 50–53

effects, 53–56

lighting, 56–58

modeling, 40–42

purpose of, 40

rendering, 59–61

rigging, 43–45

scene setup, 45–47

texturing, 48–50

product modeling, 265–279

advantages over photography, 265

creating splines for, 270–271

details to avoid in, 266–267

final details for, 278–279

goals for, 267

reference types for, 268–270

spline patching in, 272–277

product visualization, 358–359

professional digital modelers, 5–7, 141. See also digital modelers

project folders, 143–145

protrusions, 332

proxy models, 37

pushingpoints.com, 392

pyramids, 184–185

Q

quads, 109, 156

queue managers, 59

Quick Forge, 327

R

RAM (random access memory), 10

raster images, 169

Ratatouille, 36

real-time 3D gaming, 299–300

real-time rendering, 149

reels. See demo reels

Reference folder, 144

reference material, 84–99

copyright considerations, 91

as digital modeling tool, 78

gathering, 84–95

for head models, 97, 216–218

importance of, 78–81

naming/organizing, 99

preparing, 96–99

for product modeling, 268–270

reference photos, 97, 216–218, 268

reflections, 265

relaxed pose, 164

rendering

GPU-based, 11

offline, 148–149

real-time, 149

render nodes, 59

render wranglers, 59–61

resin, 326, 327

resolution, 96

resumes, 371, 385–386

retopology, 122–123, 305–313

RGBA color information, 106

Rhythm + Hues Commercials, 46

rigged characters, 43

rigging, 43–45, 53, 105, 162–165

rigging artists, 43

Riley, Marv, 356

Romano, Lou, 36

rotating images, 97

rule of three, 45, 158–159

Runners, 33–34, 36

S

Saintpère, Sylvain, 357–358

scale, 159–160

scanners, 131–133

scanning, 96, 131–133

scenes, animating, 52–53

scene setup, 45–47

Scenes folder, 145

Schneider, Joseph, 67–68

scratch tracks, 35–36

scratch voices, 35–36

screenplays, 25, 26

scripts, 25

Sculpteo, 327

sculpting. See also digital sculpting

brushes, 283–284

programs, 122, 132, 282, 359

Sculptris, 300

seams

avoiding, in product shots, 266–267

in manufactured toys, 338

modeling 3D object with, 180–195

UV, 161

selection maps, 107

selection sets, 40, 107

self-fulfilling prophecies, 16

self-promotion, 370, 374

Serious Sam, 381

service bureaus, 3D printing, 327

set decorators, 45–47

shaders, 48

shadows, 94–95

shapes, 171

ShapeWays, 327

Shoemaker, Dave, 39

short films, 348–349. See also animated shorts

Sifaka World, 33

Silo, 14, 282

simplicity, 153, 159, 373

simulations, physics-based, 136

Singh, Baj, 353–354

Sister Act logo, 168

sizing images, 97–98

skeleton rigs, 135

sketch artists, 29

sketchbooks, 87–88

skin details, 48

sloppiness, 378

sloth, 379–380

smartphones, 87

Smith, Kurt, 44–45

smoke effect, 53, 55

soccer ball, 180–195

social networking sites, 382

software

animation, 134–137

digital sculpting, 122, 132, 282–284, 300

modeling, 13–15, 42, 78–84, 134–137, 381

open source, 14

staying up to date on, 381

this book’s approach to, 13–14

wars, 13

Sohn, Peter, 36

sound designers, 64

sound effects, 64. See also audio

Sound “O” Rama, 64

source books, 370

Southern, Glen, 41–42, 128, 282–283, 300, 372

SouthernGFX Limited, 41, 372

Spiderbait character, 104

Splashlight, 360

spline patching, 272–277

splines

creating, 270–271

defined, 111

and NURBS surfaces, 110

as shape-creation technique, 172

ways of using, 111

Spoonman, 53–54

spring model, 209–211

sprite sheets, 355

stages of production, 22–75

overview, 22–25

stage 1: pre-production, 25–39

stage 2: production, 40–61

stage 3: post-production, 61–68

stars, 44

Star Wars, 63, 90

static objects, 153–154

Steinbichler Comet 5 White Light scanner, 132

stereo artists, 72

Stereo D, 74

Stereo Lighography file format, 331

stereoscopic 3D, 72–75

sticky notes, 25

STL files, 331

stop-motion animators, 90

story

artists, 33

constructing timeline for, 25

developing, 27–28

fleshing out, 33

importance of, 25

reels, 37

Storyboard folder, 144

storyboards, 33–35, 144

strawberry model, 94

Stringer, Lee, 63–64, 90, 142

stunt doubles, 350

styles, model, 117–119

stylized characters, 239–263

and box modeling, 240–241

building body for, 253–256

creating hands for, 256–262

creating head for, 242–246

detailing face for, 247–253

reviewing final mesh for, 262–263

stylized models, 118. See also stylized characters

subdivision surfaces, 102, 112. See also SubDs

SubDs, 197–211

edge weighting, 107–108

modeling 3D text with, 198–204

modeling clothespin with, 205–211

purpose of, 112, 197

vs. NURBS surfaces, 197

subtractive manufacturing, 322

support edges, 199–200

surface names, 161–162

symmetry, 218, 224, 242, 285

T

tape measures, 86–87

teapot images, 95

technical directors (TDs), 40, 58

Teddy Scares, 28, 39, 56

television market, 350–352

terminology, digital model, 102–112

Terra Nova, 350

tests, studio, 379

tetrahedrons, 184–185

text

modeling 3D, with SubDs, 198–204

modeling 3D polygonal, 168–179

texture artists, 48, 49, 160

texture displacement, 134–135

texture maps, 15, 48, 104, 315–316, 330

texturing, 48–50, 160–162

Thor, 74

three, rule of, 45

three-dimensional models. See 3D models

three-point polygons, 109, 156–157, 270, 278

Titanic, 74

title cards, demo reel, 365–366

Tofu the Vegan Zombie, 15, 25, 335–341, 359. See also Zombie Dearest

Toms, Graham, 93

topology, 44–45, 49, 153–159, 244, 282. See also retopology

toys, 334–341

T-pose, 45, 163

trade magazines, 385

training videos, 15

Tralfazz, 4

Transpose feature, ZBrush, 290–291, 294

trends, industry, 384–385

triangles, 109, 149, 157

Tsirbas, Aristomenis, 38

TV commercials, 352

U

United States Mint, 359

Unity 3 game development tool, 300, 319

Up, 72

UV layout, 161

UV maps, 40, 48, 104

UV options, 162

UV seams, 161

UV unwrapping, 49–50, 312

V

VAD (virtual art department/direction), 69–72

Varner, Steve, 132, 338

Varner Studios, 132, 338, 341

vector curves, 111

vector graphics, 169

vertex maps, 103–107

vertices, 102

video games, 353–356

video slot machines, 356

Viewsonic monitors, 11

virtual art department/direction (VAD), 69–72

visual design, 28–32

visual development artists, 29

visual effects artists, 53–56

visualization, 82–83, 356–359

viz-dev artists, 29

voice recording, 35–36, 39

Volumedic, 132–133

W

Wacom graphics tablets, 282

Walt Disney Studios, 33, 65

Warren, April, 215

water effect, 53, 55

Waybuloo, 350, 351

Web addresses, 373

Web sites, personal, 370–374

weight maps, 40, 105–106

Welch, Farrah L., 59–61

Whole Body Color 3D Scanner, 131

wide-screen monitors, 12

Wii, 353

Will Vinton Studios, 376

WordPress, 371, 372

workstations, 11–12

X

Xbox, 353

XSI, 14

Y

Young, Greg, 36

YouTube, 90

Z

ZBrush

alternatives to, 282, 300

built-in brushes, 284–285

Clay Buildup brush, 302

Clay Polish brush, 304

creating Hellhound creature with, 300–305

creators of, 282

Drag Rectangle option, 294

Draw mode, 290

Dynamesh feature, 284–285, 289, 304

Inflate brush, 292

Move brush, 286

and noncontact scanners, 132

performing retopology with, 122

Polypaint feature, 316

posing figures in, 295

and product visualization, 359

training videos, 15

Transpose feature, 290–291, 294

Web site, 14

ZSphere tool, 306–308

Z Corporation, 327

Z-depth information, 72–73

Zoic, 89, 133

Zombie Dearest

animated sequence of Addie in, 50–51

audio engineer for, 65

character models for, 40–41, 335

compositing for, 61–62

model sheet/maquette for, 29

proxy models for, 37

script for, 25–26

set decoration for, 46

skin details for, 48

stereo 3D conversion for, 72–73

viewing, 15

Zorro masks, 225

ZPrinter, 327

ZSphere tool, ZBrush, 306–308

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