- Shopping Bag ( 0 items )
The multi-billion dollar computer game industry is growing at an incredible rate, and the competition to produce real-time games with faster, more realistic effects is fierce. Mastering real-time issues is a challenge for even the most seasoned developers, but one essential tool for overcoming real-time problems is to use low polygon models. The Art of Low Polygon Count Modeling teaches modelers how to create game-ready 3D models using any 3D application. Through step-by-step instructions, modelers learn the necessary skills, organizational techniques, and most effective ways to use 3D applications to create low poly models. Tutorials and "how-to" guidelines, teach users modeling techniques from the initial sketch phase to final development.
The tools that will be used are universal with almost all the programs. They might be named slightly different, but they will perform the job just the same. To make the modeling process easier, we have kept the tools used down to a minimum. Following is a list of tools that will be used throughout the entire modeling section, so if you've got these, then you should have no problem.
As noted above, the tools used here are very simple and easy to understand. We are not going to use any "special features" to create the 3D models. This is what makes the process work. A good working knowledge of any 3D application is required before moving on. If you have just purchased a 3D modeling program, please take the time to read the program manual and get a firm understanding of the tools listed above.
We have divided the 3D modeling process into the following six major steps:
Draw it With a Line Tool
This step is the first and probably most important step. Here, the sketches need to be placed in the background of the view ports or under a drawing tablet. The only tools needed for this are the 2D line tool, and the 2D object tools. With the 2D line tool selected and the sketches in the background, we will outline the side view of the character. Each part of the sketch, such as the arm, leg, body, or head, is outlined separately. This step is used to get the most important features of the model. By outlining the individual pieces, you will be able to concentrate more effort in a single area rather than attempting to model the entire character at once.
Extrude All Objects
Extruding the objects is exactly what it means. Each piece that was outlined with the 2D Line tool will be extruded. Some objects will be extruded to the full width of the sketch (if they are not going to be duplicated), and the others will be extruded to half the distance of the sketch (this will be used if the object needs to be duplicated). The extruding process is helped out by having the front view of the sketch as the background image or right next to you. The front view sketch gives the width and secondary outline of the character, which is used to determine the distance to extrude the 2D line.
Refine The Shapes
Refining the shapes is the first step in making each side of the character presentable. Here, we begin working each extruded object out. The front view and perspective view of the model needs a lot of attention. By taking the front and back view sketches, we correct the secondary outline shape. The secondary outline is simply the outline of the front view. This is also the stage where most of the tweaking and softening takes place.....
Concept Art: Tools of the Trade, Time to Sketch It, Male and Female Figures, Cartoon Characters, Animals and Creatures, Vehicles, Nature, Cover Designs, Conclusions, Modeling in 3D: Modeling Techniques, Tools/Software, What is L.O.D. Testing?, Modeling the Figures (Barbarian, Lady Marine, Civil War Soldier, Human Hand), Modeling Cartoon Characters, Modeling Animals and Creatures, Modeling Vehicles, Modeling Nature, Review of Modeling, Textures: Introduction, Tools for Texturing, Getting and Using Textures, Texturing Figures(Barbarian, Lady Marine, Civil War Soldier, Human Hand), Texturing Cartoon Characters (Hero, Villain, Weapon), Texturing Vehicles (Car, Hi-tech Van, Mechanical Warrior), Texturing Nature (Tree, Plant, Flower), Final Note on Texturing, U.V. Mapping Coorindates: What are U.V. Mapping Coorindates, Tools of the Trade, Maps and Placement, U.V. Mapping Male and Female Figures (Barbarian, Lady Marine, Civil War Soldier, Human Hand), U.V. Mapping Animals and Creatures (Horse, Stegosaurus), U.V. Mapping Vehicles (Car, Hi-tech Van, Mechanical Warrior), U.V. Mapping Nature (Tree, Plant, Flower), Conclusion, Final Assignments: Putting it All Together, Doing Your Own Character, Check list of What to Do, Conclusion.
Our belief is that a visual media requires a visual book. This book offers both written descriptions as well as in-depth visual references consisting of more than 500 images, which can be found on the companion CD-ROM. By presenting a complete set of comprehensive step-by-step images for each concept, the book provides an animated style that matches the techniques you'll be learning. Detailed "how to" guidelines are included to teach you about the conceptual phase, and to explain how to create UN. mapping coordinates (a technical term for where the skins are placed on a model), and texture your models correctly.
With these tools, you'll be prepared to branch out and work on your own creative ideas. To keep things focused, we selected a set of very basic tools necessary for modeling your characters and creating their textures. Because of our careful choices, a wide range of 3D applications may be used to apply these methods and techniques with little difficulty. If you follow the exercises in the sections ahead, you will be prepared to design, model, and texture each of the awesome characters and models covered in the book.
So start up that computer, grab a comfortable chair, and get ready to create a whole world of characters that utilize some of the simplest techniques and industry-proven tips and tricks.
We hope this book serves you well in your future projects and that you come away with a true understanding of Game Modeling Using Low Polygon Techniques.
If you want to develop the skills necessary to land a job making a living as a game artist, then you are looking at the right book. I should know for I have spent the last ten years hiring computer game artists. I have sifted through thousands of demo reels, resumes, Web sites, CDs, and resume submissions on every imaginable type of media. In short, if you master what Chad and Eric Walker have laid out in Game Modeling Using Low Polygon Techniques then you will increase your odds of getting a job in the game industry astronomically.
This book will help you win the war against the term "starving artist." I have always hated this term because I was always the kid looking out the window or drawing cool pictures, and it was predicted that I would probably be an artist when I grew up (the word "starving" implied by the worried look in my parents' eyes and their wringing hands). With computer technology being what it is today, artists have become more and more in demand as the personal computer has brought with it the computer game, the Internet, and a host of other technologies that demand more and newer content. This book will not only help you develop 3D assets that are applicable to games, but also for the Web sites that are increasingly turning to 3D content so viewers can see their products in real time 3D.
Keep in mind that the fate of the starving artist doesn't need to be yours. You can expect above poverty level salaries as a computer artist and this book is definitely the place to start.
Luke Ahearn, Art Director
The Army Game Project
Posted November 3, 2001
I have been attempting to learn the trait of 3D game modeling for several months now and finally came across a book that solves my problems. This book has very easy step by step instructions, with extremely helpful pictures. They even give you all the models and textures on the CD! If you're looking for a book to further your skills or are a newby to the game modeling world then this book should be your first pick!Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.