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Cre@teOnline - The Web Designer's Bible - CH04 (Page 44)

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Cre@teOnline - The Web Designer's Bible - CH04
quite a fun way to model. Most of the models I've worked on recently have
had low- to mid-poly counts for use in our game engine, so it's important
to keep close track of the number of faces. Simply deforming basic geo-
metric shapes--which retains the objects' mapping coordinates--then
stitching the parts together is often the fastest method.
I've done most of the pre-rendered cinematic cutscenes at Totally Games,
and that often involves rebuilding low-poly models into medium- to high-
poly models. Sometimes that means just adding rounded corners or more
facets to curved surfaces so the flat edges don't show up in the rendered
shots. Again, this is most easily done by simply "pulling points" around.
Sometimes even that isn't necessary. Often the medium and even low-poly
models can be used for otherwise high-res animation. It just depends on
how close the ship is to the camera, whether motion blur is used, and what
sort of effects are going on that can help obscure a low-poly model. It's all
about saving time wherever you can.
I've seen models with insane amounts of detail in them that would never
show up in a shot, even in the tightest close-up. A lot of modelers take
pride in building a "perfect model," but it's really just a waste of valuable
resources. I try to build just what's necessary for the project, and I know
that's true of people at ILM, too. As an example, a few years ago at
LucasArts we needed a 3D model of C-3PO. We knew that ILM had built
one for the Special Editions of Star Wars, and it would save us a lot of time
if we could just use their model--something we had done before on other
projects. After we got the model from them and converted it, we were
stunned to find it consisted of only a few simple boxes and cylinders with
a detailed texture shader applied. The model just had to sit on the back of
a heavily motion-blurred land speeder, so they had built only what they'd
needed for the shot, nothing more.
Q: How did you approach building a Star Wars model like an
X-Wing?
A: Modeling something from the Star Wars universe is pretty easy, because
there's so much good reference around. First I'd start with a layout draw-
ing, like a blueprint, and load it as a bitmapped mapped image onto a flat
polygon, then start tracing the different parts with splines. These splines
are mostly for reference--sort of like a wire-outline version of the model--
but can sometimes be directly extruded to make parts.
On something like an X-Wing, the fuselage is the most complicated
part, but even that is fairly straightforward. Being old-fashioned, I would
3 D G
R A P H I C S
& A
N I M A T I O N
190
04 2433_CH04 8/23/02 8:35 AM Page 190

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