Datasheet

When you model, of course, you’ll be faced with many choices about how to proceed.
Most Max modeling is done using polygons (geometric representations of surfaces and
objects); however, the specific tools you use to create the models will depend on how you
like to work. The process of modeling can be easier when you have a good idea of your
whole story via a storyboard and copiously reference the object you are modeling. If you
identify your project needs as fully as you can at the outset, you’ll be able to fulfill them
more easily when you start modeling or gathering models.
With forethought, you will know how detailed your models need to be. In many cases,
you can add sufficient detail to a model through texture. If a park bench is shown in a
wide shot from far away, there is no need for abundant detail or complicated surfacing. If
you create a highly detailed model for that far-away shot, you will have wasted your time
and will also increase your rendering time. However, if you have to show that park bench
prominently in a close-up, it will need as much detail as possible. In such cases, viewers
will see more of the bench and have more of an opportunity to question it. The more you
use models in scenes, the better you will be at sensing exactly how much detail to give a
specific model. As you begin with CG, however, it’s better to give too much attention to
detail than needed than to give too little. The detailing process will teach you a majority of
what you need to learn about modeling. This in turn will benefit your overall speed and
technique. With more experience, you will be able to discern the level of detail you really
need and work more efficiently.
Here is a quick rundown of some different kinds of modeling.
Character Modeling
Character modeling includes the modeling of any characters in your scene, from humanoids
to animals to ordinary objects that are animated to life. Most characters are organic forms,
such as animals, humans, aliens, and so on. However, a talking cheese sandwich is just as
much a character as the person holding it. As a good character modeler, you need to keep
in mind the animation needs of a character when you’re modeling. It’s important to know
what you need from your shot way ahead of time, so you can model appropriately.
Traditional characters, such as humans, need to appear seamless once they’re modeled.
Character animation usually requires the model to deform in some way, such as bending
and warping at certain points like the elbows. The pieces that make up the model may tear
apart if the character is not built to accommodate deformation and movement.
Like the park bench we talked about earlier, your character must be built with the level
of detail required by the scene. As a matter of fact, you could wind up with multiple mod-
els for a single character that are built to account for differences in detail level. Using dif-
ferent versions of the same character can help keep the scene efficient and workable. A
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