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[digital] Modeling

Book Description

Professional modeling is the foundation of every aspect of the 3D production pipeline and is essential to the success of any 3D computer graphics project. [digital] Modeling is unlike any other modeling book you’ve seen—it gets to the core of what it takes to create efficient production-ready models and demystifies the process of producing realistic and jaw-dropping graphics. Taking a software-neutral approach, it teaches you the essential skills and concepts that you can apply to modeling in any industry 3D software, such as 3ds Max, LightWave 3D, Maya, Modo, Silo, XSI, ZBrush and other leading programs. Modelers, animators, texture artists, and technical directors can all benefit from the valuable information covered in this jam-packed guide containing years of industry knowledge. Simply put, if you work in 3D, you must have this book.

In this inspiring and informative guide to modeling, industry veteran William Vaughan teaches you how to:

  • Master modeling techniques to produce professional results in any 3D application

  • Use the tools of a professional digital modeler

  • Control your models polygon-count as well as polygon-flow

  • Create both organic and hard surface models

  • Understand a modeler’s role in a production environment

  • Gain the knowledge to land a job in the industry as a digital modeler

  • Model using specific tools such as LightWave and 3ds Max in over 6 hours of video training on the accompanying DVD

  • And much more!

  • Table of Contents

    1. Title Page
    2. Copyright Page
    3. Praise for [digital] Modeling
    4. Image Credits
    5. Dedications
    6. Author Acknowledgments
    7. About the Author
    8. About the Technical Reviewer
    9. Table of Contents
    10. Foreword
    11. Chapter One. Introduction
      1. What Is Digital Modeling?
      2. Who Can Become a Professional Digital Modeler?
      3. Who Should Read This Book?
      4. What Can You Expect from This Book?
      5. What You Should Know
      6. What You Will Need
      7. About This Book’s Approach to Software
      8. Software Requirements
      9. What’s on the Disc
      10. A Final Word: Change Your Thinking
    12. Chapter Two. Understanding a Modeler’s Role
      1. Production Pipelines: Stages of Production
      2. Stage 1: Pre-production
      3. Stage 2: Production
      4. Stage 3: Post-production
      5. Evolution of Production Pipelines
    13. Chapter Three. Preparing for Modeling
      1. Tools of a Digital Modeler
      2. Gathering Reference Material
      3. Preparing Reference Material
    14. Chapter Four. Fundamentals of a Digital Model
      1. A Model’s Anatomy
      2. Model Classification: Hard Surface and Organic
      3. Model Styles
    15. Chapter Five. Digital Modeling Methods
      1. Build Out
      2. Primitive Modeling
      3. Box Modeling
      4. Patch Modeling
      5. Digital Sculpting
      6. 3D Scanning
      7. Modeling with Texture and Animation Tools
      8. The Importance of Mixing Methods
    16. Chapter Six. Professional Modeling Practices
      1. Naming Conventions and Directory Structure
      2. Clean Modeling
      3. Preparing a Model for Production
    17. Chapter Seven. Polygonal Modeling
      1. Modeling 3D Polygonal Text
      2. Modeling a 3D Polygonal Object with Seams
    18. Chapter Eight. Subdivision Surface Modeling
      1. Modeling 3D Text with SubDs
      2. Modeling a SubD Object
    19. Chapter Nine. Modeling a Realistic Head
      1. Choosing a Method: Edge Extend vs. Box Modeling
      2. Using Reference
      3. Modeling the Head’s Components
    20. Chapter Ten. Modeling a Stylized Character
      1. Box Modeling a Character Mesh
      2. Getting Started
      3. Detailing the Face
      4. Building the Body
      5. Give ’em a Hand
      6. Final Character Review
    21. Chapter Eleven. Product Modeling for Print Graphics
      1. Building a Better Product
      2. Reference: CAD Geometry, Photos, and Blueprints
      3. Getting Started: Creating Splines
      4. Spline Patching
      5. Final Details
    22. Chapter Twelve. Digital Sculpting
      1. Digital Sculpting with Glen Southern
      2. Creating a Digital Creature Maquette
      3. Second Pass over the Sculpt
    23. Chapter Thirteen. Game Modeling
      1. Next-Gen Game Modeling with Glen Southern
      2. Creating the Creature Sculpt
      3. Performing Retopology to Create the Game Model
      4. Creating UVs for the Low-Poly Model
      5. Generating Maps for the Low-Poly Model
    24. Chapter Fourteen. 3D Printing of Digital Models
      1. 3D Printing Overview
      2. 3D Printing Applications
      3. Preparing a Digital Model for 3D Printing
      4. From 3D Printing to Manufactured Toy
    25. Chapter Fifteen. Getting a Job in Digital Modeling
      1. Overview of the Industry and Markets
      2. Demo Reels
      3. Personal Site
      4. The Seven Deadly Job Search Sins
      5. Staying Current
      6. Advancing in Your Career
    26. Final Thoughts
    27. Index