http://wiki.polycount.com/CategoryTopology

This Polycount wiki link is primarily based on game development so you will find examples here using tris instead of quads to create the anatomy though eiether way some of the tips are amazingly spot on. I couldn’t have said it better myself :) Anyway when modelling anything you are better to think of the anatomy of the object and surface flow. Decide to yourself there is a muscle flow working underneath the surface, especiialy if you’re animatig the object, then model with this in mind. Edge loops will also make for a natural flow of faces and of skin deformation on animation. These are key to good topology for animation or even just for static modelling of surface geometry.

If you’re into 3d study this wiki in advance of any modeling…. it ios a great resource and should remind you of the importance of forethought in modeling and animation in 3d.

 
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What a song!

Feb 092012
 

Just looking at these Team Fortress2 videos again for the first time in ages. Amazing stuff:

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Check out the rest of the “Meet the Team” series.

 

http://www.yankodesign.com/2011/10/20/creative-photography/

I want one.

Oct 062011
 

Just got a rather cheap fish Eye lens for my camera. Primary reason for getting this is to negate the use of a light probe for getting artificial lighting and reflections for compositing. I’m not sure if it will work perfectly as I get the feeling the range of vision may be around the 160 mark and not the 180. May look a little odd if objects move around the periferal of frame. Anyway it’ll no doubt serve me in creating some interesting shots along the way…. The South Park episode with the dogs through fisheye lenses springs to mind…. super cute… argh!

 

Pretty cool 3d visualisations of classic artworks. If you find it interesting you should have a quick listen to the video interview with Quayola about half way down this page: http://www.nexusproductions.com/case/strata4/index.php Interesting to see the tools he has created. Also at the end of the interview it tells you the programmes he uses as a basis for 3d programming and compositing. They are his tools towards an end result which is what we should consider all programmes… like a paintbrush.

 

CGSociety has posted and article looking at the CG industry in 2010. Take a look here: http://features.cgsociety.org/story_custom.php?story_id=6031

Stop SOPA