![]() Reading and research is very important, but after all the reading, make sure you attempt to do it. Just like any other discipline, learning about good topology usually requires making the mistakes yourself in order to experience first-hand what the results are, so you understand how important it is to avoid them next time. Mastering good mesh flow takes time to learn. Allods Online ingame artwork from the Polycount Forum.Low-Poly Thread from the Polycount Forum.shoulders from japan from the Polycount Forum.Ancient-Pig's basic deformation tutorial by Jonathan 'Ancient-Pig' Rush.Face Topology thread on the Polycount Forum.Low Polygon Joints - What is the best way? from the Polycount Forum.Testing the new DX11 features of ma2013.5, Youtube timelapse - Paul Tosca has released the source files for his Nyra character "to help others that might be on the road to becoming game character artists and want to check out the model/textures/psd layout".Dave K's Poly Head Modeling Tutorial by Dave KomorowskiĮxamples of mesh topology used for real-time 3D, as in 3D games. ![]() ![]() File:HDRI 3D Issue 8 - Go With the Flow.pdf (2MB PDF) Go With the Flow tutorial by William 'proton' Vaughan.Body topology CGTalk thread started by Steven Stahlberg.File:SubdivisionModelingDotCom Topology-Head.pdf (8MB PDF) - visual summary of the old CGTalk Topology research thread, from Alexander 'mister3d' Alexandrov on the forum.Reference Topology Research - Pinterest album.Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.Hippydrome: Articulation - Modeling and Theory by Brian Tindall, Character Technical Director at Pixar.Examples of mesh topology used for rendering, as in film.
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