This workflow
involves creating an object polygon by polygon. The use of reference images during
this process is incredibly helpful, sometimes necessary. This can be extremely
slow and tedious when trying to create organic creatures and characters. This
is because each polygon, edge, or vertex (The point where an edge intersects) is
manipulated individually. Each new polygon can be created from extrude operations,
or by slicing edges in to existing polygons. There are actually two different
techniques to this process, box modeling and polygon by polygon. Box
modeling involves
starting with a box and cutting more edges to refine the form. Polygon by
polygon involves manually adding each polygon. Both techniques are often
combined.
Careful
consideration needs to be taken when polygonal modeling to create a good topology. This means that the polygons need to
flow with the shape they are trying to represent. For the shape of a box, the
edge of a polygon should be placed at the edge, not cutting across it. Or for a
face, edges should flow around the eyes in a circular fashion. This may seem trivial, but can pose
many problems and interrupt the creative process.
Polygonal
modeling is not the best choice for modeling organic characters. It is a great
choice however for creating simple objects, and complex buildings. This is
because a lot of man-man objects are built using squares, which are easy to
recreate using polygons!
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