![]() ![]() Basically, the artist uses a stylus on a Wacom tablet or cintiq to push and pull at the mesh, much as a sculptor might work on clay. Sculpting tools are applied to polygon shapes. Think of polygons as the equivalent of bitmap formats, such as. The other way to model is with polygons, which have points in XYZ space too, but which join these points together with flat planes, that are then given the illusion of having curvature with gradations of reflectivity. Both curves and vectors are resolution-independent, meaning you can scale them up and they will still look smooth. That would be the equivalent of vector formats like. The first is curve-based modeling, which uses points in XYZ space and math to define the boundary of a shape. How are the surprisingly life-like figures in CGI films, videos, and games made? The first step is modeling the shapes, and to do that a software called ZBrush (or other sculpting tools) is often used.Ī little background first: there are basically two ways to model in CGI, and they have a rough equivalence to still image formats. ![]()
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