2D animatics, 37
2D base mesh, 170–174
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 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
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 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
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 visualization, 356–359
3D World, 385
3-point polygons, 109, 156–157, 270, 278
4-point polygons, 156–157, 262
active scanners, 132
Adair, Dustin, 355
additive manufacturing, 322
ADG (Art Directors Guild), 69, 70
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
Android devices, 355
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
animation director, 50
Animation Factory, 80
animation tools, 134–137
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 Guild (ADG), 69, 70
attribute-driven models, 114
audio engineers, 64
scratch voice, 35–36
voice, 39
Autodesk, 383
Baker, Rick, 39
Barker, Clive, 39
bases, model support, 333
Blair, Linda, 39
Blender, 14
blocking, 52
Blogger, 371
blurry images, 92–93
boat images, 92
bones, 135–136
bookstores, 89
bottle caps, 275–276
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
Breaking Bad, 350
brushes, sculpting, 283–284. See also ZBrush
B-splines, 110
Bubble Guppies, 350
build out method, 122–124
business cards, 87
CAD (computer-aided design), 111, 128, 268
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
chamfers, 175
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
clean modeling, 147–159
closed meshes, 329–330
cloth effects, 55
clothespin model, 205–211
color stylists, 29
color texture maps, 315–316
color theory, 61
commercials, 352
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
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
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
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
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
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
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
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
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
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
directories, content, 142–147
Directory of Illustration, The, 370
directory structure, 142–145, 147
displacement maps, 330
Documents folder, 144
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
Ebay, 89
edge extend modeling, 123–124, 214–215
edges, 107–108
edge weights, 107–108
effects artists, 53–56
Einstein, Albert, 153
elemental effects, 53
Etter, Ryan, 372
events, industry, 382
exercise, 386
eye masks, 225
fabric dynamics, 53
Facebook, 382
faces, 108, 213, 247–253. See also head model
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
focal shift, 292
Foundry, 64
four-point polygons, 156–157, 262
four-point triangles, 157
Frima, 355
FunGoPlay, 116, 117, 134, 181, 355
fur effect, 55
Gamache, Erik, 345
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
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
greed, 375
Grid Iron Gladiators, 116
hair fibers, 53
handheld devices, 355
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
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
Illustration, The Directory of, 370
illustrations, 93–94
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
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
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
keys, 79
Kraftwurx, 327
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
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
magazines, trade, 385
Makerbot, 327
Maldonado, David, 74
maps
alpha, 317
displacement, 330
morph, 106
selection, 107
texture, 15, 48, 104, 315–316, 330
vertex, 103–107
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
closed, 329–330
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
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
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 styles, 117–119
monitors, 11–12
morph maps, 106
Move brush, ZBrush, 286
movie industry, 344–349
movie reference, 90
MTM, 49
multi-core CPUs, 10
multi-knots, 109
naming conventions, 99, 142–147
National Geographic Channel, 133
networking, 382–384
news, industry, 384–385
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
notebooks, 87–88
Nuke, 64
NURBS surfaces, 102, 109–112, 127
nurnies, 60
NVIDIA graphics cards, 11
objects, naming, 146–147
Objects folder, 145
observational skills, 81–82
offline rendering, 148–149
online communities, 382–384
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
Paint.net, 15
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
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
polygonal mesh, 112
polygonal modeling, 167–195
polygonal models, 102, 108–109. See also polygons
polygon-count, 148–153
and 3D printing, 332
controlling flow of, 156
counting, 149–151
deciding on number of, 151–153
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
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
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
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
pyramids, 184–185
queue managers, 59
Quick Forge, 327
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
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
resolution, 96
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
Saintpère, Sylvain, 357–358
scale, 159–160
scanners, 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
scripts, 25
Sculpteo, 327
sculpting. See also digital sculpting
brushes, 283–284
Sculptris, 300
seams
avoiding, in product shots, 266–267
in manufactured toys, 338
modeling 3D object with, 180–195
UV, 161
selection maps, 107
self-fulfilling prophecies, 16
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
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
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
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
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
strawberry model, 94
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
vs. NURBS surfaces, 197
subtractive manufacturing, 322
support edges, 199–200
surface names, 161–162
tape measures, 86–87
teapot images, 95
technical directors (TDs), 40, 58
television market, 350–352
terminology, digital model, 102–112
Terra Nova, 350
tests, studio, 379
tetrahedrons, 184–185
modeling 3D, with SubDs, 198–204
modeling 3D polygonal, 168–179
texture displacement, 134–135
texture maps, 15, 48, 104, 315–316, 330
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
trade magazines, 385
training videos, 15
Tralfazz, 4
Transpose feature, ZBrush, 290–291, 294
trends, industry, 384–385
Tsirbas, Aristomenis, 38
TV commercials, 352
United States Mint, 359
Unity 3 game development tool, 300, 319
Up, 72
UV layout, 161
UV options, 162
UV seams, 161
VAD (virtual art department/direction), 69–72
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
viz-dev artists, 29
Volumedic, 132–133
Wacom graphics tablets, 282
Warren, April, 215
Web addresses, 373
Web sites, personal, 370–374
Welch, Farrah L., 59–61
Whole Body Color 3D Scanner, 131
wide-screen monitors, 12
Wii, 353
Will Vinton Studios, 376
workstations, 11–12
Xbox, 353
XSI, 14
Young, Greg, 36
YouTube, 90
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
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
3.138.116.20