R e s e r v e d . DIGITAL APTISTS BPING THE TIMELESS CLASSIC TO LIFE
CIeanIiness and order are not
matters ol instinct; they are matters ol education, and Iike most great things, you must cuItivate a taste lor them. -Benjamin Oisraeli L ast year l packed up my lamily and moved to Orlando, Florida, right alter three massive hurricanes hit, to teach at the DAvE School. When house shopping, l was very concerned about the stability ol the houses l was looking at, knowing that harsh weather is common in Florida. l wanted to make sure the house l bought was built on a good loundation and with a good solid base structure. l lound a great house that has weathered the storms over the past year and, though we have given the house a lacelilt, the underlying structure remains problemlree. Like a good house, 3D models should not only look good, they should also have a strong base structure on which delormations will take place. A complex animation ol an organic object can be like a hurricane to a house. ll a good structure doesn't exist, then your model will not hold up and problems will occur. ll you visit any online CG lorum, you will see artists asking to see wirelrame images ol the models people post. This is mainly due to the lact that most 3D artists won't call a model excellent unless it has a solid structure underneath. ln this article l hope to share with you some basic guidelines that should help give your organic models a strong base structure that can make surlacing, rigging, and animating much easier. CLE7PLIPEEE IE PE3 C CCELIPEEE lt's easier to predict how an object will animate with clean geometry. "Clean geometry means artists down the pipe will run into lewer problems, compared to the artist who creates sloppy or heavy models," Nick Boughen, Painmaker CG Supervisor explains. "Artists should always strive to use as lew polygons as possible to achieve the modeling objective." A simple mesh doesn't mean that you can't have the detail you need to get realistic organic models. se only the geometry you need to get the detail you want and only have detailed geometry where you need it. l reler to this technique as having "localized detail." Let's use a head as an example. The lace, which has complex mobile structures, including the eyes, nose, and lips, needs much more geometry than the back ol the head, which has a much more simple and unilorm structure with no parts that must independently move or delorm. (See hgures 1-3.) The lewer polygons you have in your mesh, the easier it is to rig and animate. Fewer polygons equals lewer points. Fewer points equals less points to weight and assign to bones. "Also not to be underestimated is the ease ol creating v textures on a nice clean mesh," adds 1onas Gustavsson, LightWave developer. Most game artists have mastered the art ol clean models since they are limited as to the amount ol polygons they can use lor their game engines. Every polygon has to have a purpose, and any unneeded geometry is removed. We can learn a WiIIiam "Proton" Vaughan 3 AtIisI, AuIhot, Teochet Otlondo, Flotido CC It tE FLC I >zx <Y F<Ig@<z xz&<x&z Iz z@zI< T<<I lllusItoIion by Alejondto Pottillo. HDRI 3D Copyright 2006-2010 DMG Publishing www.hdri3d.com
lot lrom this process even when we are
working on higher polygon models. se only the geometry you need to get the shapes you want. Keep your models simple and clean. 7FE ^CL IP tE LCCF Polygon how is a very common term used by 3D artists, but relatively lew modelers have clean poly how. "When doing animation, the last thing an animator needs to worry about is how the model will hold up under any given situation," Pichard Lico, Animator at Monolith, inlorms us. "Granted, point weighting plays a huge role in games, but a model with the proper poly how will be able to handle more dramatic delormations with minimal weight revisions." Edge loops are bands ol polygons in a mesh that mimic real muscles and can become the most powerlul tool in your modeling arsenal lor good poly how in organic models. "lt's important that we make models as easy to read, select, and manipulate as possible, and edge loops serve a very important purpose in that goal," comments David lkeda, LightWave developer. (See hgures 4-6.) 1ust like lewer polygons, good poly how makes it easier to rig and animate. Creating morph targets on laces with proper edge loops is a simple task (hgure 7), and when applied during animation they will look Figute 1-As menIioned, Ihe Ioce needs mote geomeIty Ihon Ihe bock oI Ihe heod. Keeping oteos like Ihe bock oI Ihe heod simple will keep yout mesh cleon. Figute 2-The Ioce ond Ihe eots ote oteos IhoI need mote geomeIty Ihon Ihe tesI oI Ihe heod. The whiIe oteos on Ihis heod teptesenI Ihe oteos oI Ihe heod IhoI con hove o lowet polygon counI. Figute 3-Honds con olso hove locolized deIoil. Fingets will deIotm mote Ihon Ihe bose oI Ihe hond ond Ioteotm so Ihey need mote geomeIty. The whiIe oteos on Ihis hond teptesenI Ihe oteos IhoI con hove o lowet polygon counI. Figute 4-The blue oteos on Ihis Ioce teptesenI Iwo common seIs oI edge loops on o Ioce. The edge loops will help give o noIutol look Io Ihe eyes ond mouIh when deIotming. Figute 5-The oteos in blue on Ihis Ioce show edge loops IhoI ote gteoI in mimicking Ihe lough lines on o Ioce. These con be vety helpIul when cteoIing motph IotgeIs Iot Ihe mouIh oteo. Figute 6-Fdge loops ote noI limiIed Io Ihe Ioce. Good edge loops in Ihe body con moke ptoblems in oteos like Ihe shouldet o Ihing oI Ihe posI. Figute 7-Oleon geomeIty wiIh good polygon how mokes Ihe cteoIion oI motph IotgeIs o simple Iosk. www.hdri3d.com Reprinted by special permission. All rights reserved.
more natural. "Good poly how means bone
and morph target delormations will work and stretch as expected," alhrms Nick Boughen. One thing to keep in mind is that although loops are great and you want to have enough to get the shapes you want, be carelul not to have too many loops. Too many loops can cause pinching and unwanted creases in your object. "sing the right amount ol loops can be tricky when you are lirst getting into modeling, but the more models you animate the easier it will be lor you to judge how many to use," notes Kurt Larsen, lGT artist. tE FCEF CF tFEE Areas on a model that will have heavy delormations need an underlying structure that will support the shapes you have dehned. Although there are always exceptions to the rule, it is a good idea to use three segments in areas that will delorm heavily (hgure 8). NoIe. The three segments are the boundaries ol two bands ol polygons. The middle segment is where the delormation will take place, and the segments on either side support the mesh beyond the delormation. Example areas lor using the power ol three would be elbows, shoulders, knees, hnger joints, wrists, and even laugh lines on laces (hgures 9 and 10). "l used to hght areas like shoulders and hips when rigging and animating characters, until l applied three segments to those areas," remarks Alejandro Parrilla, animator, "Now l leel l can predict how those areas will delorm with just a quick survey ol the mesh." Pemember that although three segments can be the solution most ol the time, all objects are dillerent. The number ol segments depends on the type ol delormation you want to achieve. Too many segments or loops can cause pinching in your mesh, as discussed above. FCLF FCIP FEFFECICP l'm going to try and tread lightly here as this is a topic ol much debate with artists, and as mentioned above, there are always exceptions to the rules. When modeling areas ol heavy delormation, you will get much better results il you stay away lrom threepoint polygons and instead use lourpoint polygons. Threepoint polys tend to cause pinching and strange smoothing errors in most cases. While you can get away with that in certain lighting situations or camera setups, it is good practice to have your models delorm nicely no matter what type ol lighting or camera placement you may be working with. (See hgures 11-14.) Ngons, polygons with more than lour points are also known to cause pinching Figute 8-The seIs oI edge loops IhoI moke up Ihe elbows ond knees consisI oI Ihtee segmenIs pet seI. The middle segmenI is whete Ihe bend will Ioke ploce, ond Ihe ouIet segmenIs keep Ihe ouIet oteos Itom unwonIed deIotmoIions. Figute 9-Thtee segmenIs pet joinI in Ihe hond ond wtisI helps keep Ihe shope oI Ihe hond duting onimoIion. WiIhouI Ihe ptopet omounI oI segmenIs, hngets con lose sItucIute ond oppeot Io bend like o woIet hose. Figute 10-The Ihtee segmenIs in Ihe lough lines on Ihe Ioce ollows Ihe middle segmenI Io cteoIe Ihe cteose while Ihe ouIet segmenIs hold Ihe shope oI Ihe cheek ond lip oteos. Figute 11-This humon heod consisIs oI 1078 Iout-poinI polygons. Figute 12-This humon heod consisIs oI 1290 Iout-poinI polygons. Figute 13-The enIite onime gitl model consisIs oI 6554 Iout-poinI polygons. NoIe. Only o potIion oI Ihe model is shown in Ihis imoge. Figute 14-This dog heod model consisIs oI 1650 Iout-poinI polygons. HDRI 3D Copyright 2006-2010 DMG Publishing www.hdri3d.com
and smoothing errors in areas with
heavy delormation. Fourpoint polygons are also known as quads. "Working exclusively with quads should be the goal ol every character modeler. Even though LightWave 9 supports subpatched ngons, l'd recommend avoiding their use il at all possible. Ouads are just superior," comments Steve Warner, author ol lighIWove 3 9 Modeling-A ehniIive Guide. "They allow the lormation ol distinct loops (which can mimic major muscle groups and produce more realistic looking characters). They also create more predictable delormations in lacial animation and posing." One reason artists may use ngons or triangles is to try to reduce the polygon count in areas that don't need as much detail, like the back ol a head. ll you choose to use ngons or threepoint polygons to help reduce geometry, try to use them in areas that won't delorm or won't be in plain sight. This will reduce the chance ol them showing up in your animation. ll you choose to use all lourpoint polygons, you can use a technique l have used lor years with much success. l call it "FourPoint Triangles." l've also seen artists reler to them as "Pole Polygons" or "Diamond Polygons." These "lour-point triangles" not only help reduce poly count but they can help dehne edge loops within your mesh. (See hgures 15-18.) Clean models with great polygon how should be every modeler's end goal. Whether it will be you rigging and animating the model, or someone on your team, make the job easier by providing the most prohcient structure possible. "Bad how, unnecessary use ol triangles or ngons, and excessive numbers ol polygons are pitlalls that all modelers should avoid, especially character modelers," adds Steve Warner. "You can get away with a disjointed rat's nest ol a mesh il you're just rendering a still. But il your model is going to be animated (especially with bones), those pitlalls will come back to bite you. The cardinal rule ol modeling is twolold: "Less is always more, and use lourpoint polygons." l hope this article at least gets you thinking about polygon how in your next model. Keeping it simple and clean means less work lor everyone and more time lor you to work on your next creation. Lverything shouId be made as simpIe as possibIe, but not one bit simpIer. lbert Linstein A tecipienI oI sevetol New Medio Addy owotds, William Vaughan hos on exIensive bockgtound in cteoIive 3 Iot ptinI, web, mulIimedio, gomes, ond btoodcosI. uting Ihe losI 10 yeots, he hos deliveted owotd-winning wotk Iot clienIs such os Oompoq, New line Oinemo, ond HollibutIon. Williom hos olso Itoined otIisIs oI sevetol sIudios ond schools otound Ihe wotld ond conItibuIed Io six lighIWove 3 books IhtoughouI 2003 ond 2004. ln 2002, Voughon joined NewTek's motkeIing Ieom os Ihe lighIWove 3 FvongelisI, wotking closely wiIh Ihe lighIWove developmenI Ieom, key occounIs, ond Ihe gtowing numbet oI end usets Io enhonce lighIWove's IeoIutes seI. Williom is itecIot oI lndusIty ReloIions ond lnsItucIot oI The AVF School's upcoming Finol PtojecI. Williom's Iocus is on conIinuously imptoving Ihe quoliIy oI educoIion oI The AVF School, while IutIhet esIoblishing Ihe school's ptesence in Ihe indusIty. Figute 15-To teduce Ihe polygon counI on Ihe bock oI Ihe neck oI Ihe chotocIet, o Iout-poinI Itiongle wos used. Figute 16-iomond Iout-poinI polygons wete used insIeod oI Ihtee- poinI polygons Io teduce Ihe omounI oI geomeIty IhoI ended up in Ihe wtisI oI Ihis hond. Figute 18-The polygon how on Ihe leII shows Ihe use oI o Ihtee-poinI polygon ond o hve-poinI polygon. The imoge on Ihe tighI shows Ihe use oI oll Iout-poinI polygons in Ihe some oteo. Figute 17-To teduce Ihe polygon counI Iot Ihe bock oI Ihis demon's heod, Iwo Iout-poinI Itiongles wete used. www.hdri3d.com Reprinted by special permission. All rights reserved. M A G A Z I N E S U B S C R I B E T O CG TIPS AND TRICKS FOR AND BY CG PROFESSIONALS L ighting the way for digital artists, HDRI 3D presents real world insights and emerging trends in digital production from the digital artists perspective. Concepts and techniques are shared through production case studies and software specic tutorials by professionals in lm production, architecture, advertising, medicine, and other elds. Topics are wide-ranging, covering areas such as Workow, Visual Effects, Compositing, Lighting, Rendering, Modeling, Scripting, Animation, Character Rigging, Texturing, and more. Go to www.hdri3d.com for more info! 4 EASY WAYS TO ORDER 1. In our online store at www.dmgpublishing.com 2. Fax to 1-702-992-0471 3. 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