Digital Modeling

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  • Edition: 1st
  • Format: Paperback
  • Copyright: 2011-12-23
  • Publisher: New Riders
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Supplemental Materials

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  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.
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An all-encompassing guide to 3D modeling for anyone working in 3D animation and special effects for film, video, and gaming. Beautiful, 4-color book uses numerous production-level examples to illustrate concepts. Software-neutral approach makes this an evergreen book. For readers in a variety of industries, including game, animation, and film Proper modeling is a foundation of every aspect of the 3D production process. This software-neutral approach to modeling is aimed at newcomers and interrnediate-level professionals, and will teach them everything they need to know about 3D modeling, from the basics on up. After covering simple techniques for polygonal and NURBS-based modeling, the book goes into depth on more advanced topics such as digital sculpting (e.g., Zbrush) and the use of bump, displacement, and normal mapping. Readers will learn to create high-quality models for use in production environments, such as a realistic human to demonstrate organic modeling, and a realistic vehicle, as an example of solid surface modeling. They'll also discover the aesthetic side of 3D modeling and how to get realistic and pleasing models from sometimes very technical 3D modeling software. The software-neutral approach teaches the fundamentals and sets the groundwork for it to become an instant classic.

Author Biography

Award-winning artist, writer, and director William Vaughan is currently the creative director and co-owner of Applehead Factory Design Studio (www.appleheadfactory.com). He has worked for NewTek as its LightWave Evangelist, training CGI artists throughout the world and authoring more than 300 tutorials and instructional videos. William was Director of Industry Relations and Head of Curriculum at the Digital Animation and Visual Effects School at Universal Studios in Florida. He has been published by every major CGI magazine, contributed to 17 books, has written and directed several award-winning films, and has created digital models for many top studios including Pixar Animation Studios.

Table of Contents

Chapter One Introduction
What Is Digital Modeling?
Chapter Two Understanding a Modeler’s Role
Chapter Three Preparing for Modeling
Chapter Four Fundamentals of a Digital Model
Chapter Five Digital Modeling Methods
Chapter Six Professional Modeling Practices
Chapter Seven Polygonal Modeling
Chapter Eight Subdivision Surface Modeling
Chapter Nine Modeling a Realistic Head
Chapter Ten Modeling a Stylized Character
Chapter Eleven Product Modeling for Print Graphics
Chapter Twelve Digital Sculpting
Chapter Thirteen Game Modeling
Chapter Fourteen 3D Printing of Digital Models
Chapter Fifteen Getting a Job in Digital Modeling
Final Thoughts

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