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Computer Graphics for Artists: An Introduction PDF

272 Pages·2008·29.524 MB·English
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Computer Graphics for Artists: An Introduction Andrew Paquette Computer Graphics for Artists: An Introduction Andrew Paquette School of Game Architecture and Design Breda The Netherlands ISBN: 978-1-84800-140-4 e-ISBN: 978-1-84800-141-1 DOI: 10.1007/978-1-84800-141-1 British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Control Number: 2008922190 © Springer-Verlag London Limited 2008 Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licences issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made. All illustrations, unless stated otherwise, © 2007 Andrew Paquette Cover Illustrations: Front cover: Heaven bound, © 2005 Andrew Paquette Back cover: Nurbs motorcycle and render by Robert Joosten, freshman IGAD student Printed on acid-free paper 9 8 7 6 5 4 3 2 1 Springer Science+Business Media springer.com Contents List of Illustrations……………………………………………………………….vii Introduction……………………………………………………………………….xi Part I: 3D1: Introduction to 3D Modeling ……………………………………..1 Chapter 1: 3D: What Is It?...................................................................................3 Chapter 2: Clean Geometry…………………………………………………...33 Chapter 3: Measurements……………………………………………………..65 Chapter 4: Design and Reference……………………………………………..79 Chapter 5: Basic Modeling Tools……………………………………………..95 Chapter 6: Resolution………………………………………………………..105 Chapter 7: Texture Coordinates……………………………………………...117 Chapter 8: 3D1: Checklist and Projects……………………………………...135 Part II: 3D2: Optimization and Surfaces…………………………………….141 Chapter 9: Observation………………………………………………………143 Chapter 10: Optimization…………………………………………………….153 Chapter 11: UV Editing……………………………………………………...165 Chapter 12: Nurbs Curves……………………………………………………185 Chapter 13: Nurbs Surfaces………………………………………………….199 v vi Contents Chapter 14: Shapes and Topology…………………………………………...223 Chapter 15: Quality Standards……………………………………………….233 Chapter 16: 3D2: Checklist and Projects…………………………………….237 Glossary………………………………………………………………………...243 Sources……..…………………………………………………………………...257 Index……………………………………………………………………………259 List of Illustrations Frontispiece, The Parcel, com- Fig 1.17 The seven basic ele- puter rendering ments of CG Fig 0.1 Piero Della Francesca, Fig 1.18 Orthographic and per- Brera Altarpiece 1472–1474 spective grids Fig 0.2 Paolo Uccello, Chalice Fig 1.19 Cube, sphere, and cylin- 1450 der Fig 0.3 Georges Seurat, Bridge of Fig 1.20 Wireframe display mode Courbevoie 1886/1887 Fig 1.21 Shaded display mode Fig 0.4 Power tech engine block Fig 1.22 A pivot Fig 0.5 Linear perspective Fig 1.23 Vertex translation Fig 0.6 Stereovision Fig 1.24 Edge translation Fig 0.7 Lens curvature Fig 1.25 Face extrusion and scale Fig 0.8 Stephan Martiniere, Fig 1.26 Correctly projected UVs Shadow in the Summer 2005 Fig 1.27 Incorrectly projected Fig 0.9 Claude Monet, Impres- UVs sion, Sunrise 1874 Fig 1.28 Carton pattern Fig 0.10 Pixels Fig 1.29 Traced carton pattern as Fig 1.1 Global zero, Armstrong open polygon on the Moon Fig 1.30 Carton pattern, subdi- Fig 1.2 World coordinates vided along fold edges Fig 1.3 2D and 3D coordinate Fig 1.31 Carton pattern with tex- systems ture applied Fig 1.4 Right-hand rule Fig 1.32 The folded carton Fig 1.5 A vertex Fig 1.33 Low level of difficulty Fig 1.6 Vertices, an edge, and a Fig 1.34 High level of difficulty face Fig 1.35 Incorrect extrusion Fig 1.7 A vector Fig 1.36 Correct extrusion Fig 1.8 A light ray Fig 1.37 Human and fish differ- Fig 1.9 Transform, rotation, and ence: measurements scale translation types Fig 1.38 How do you fold along Fig 1.10 Local axis nonglobal axis? Fig 1.11 Polygon, texmap, and Fig 1.39 By rotating model so mapped polygon that axis is aligned with global axis Fig 1.12 How a texture map is at- Fig 1.40 Two examples of UV tached to a polygon layouts Fig 1.13 Necessity of light Fig 2.1 A cobweb Fig 1.14 Normals and averaged Fig 2.2 Triangle count normals Fig 2.3 Shared, nonshared, and Fig 1.15 Photon through a pipe: coincident vertices how normals behave Fig 2.4 A spike Fig 1.16 Reversed normals, as Fig 2.5 A bow-tie face seen in mirror Fig 2.6 Smoothing error vii viii List of Illustrations Fig 2.7 Floating face Fig 3.8 Measuring the angle of a Fig 2.8 Separated faces mandible Fig 2.9 Self-penetration Fig 3.9 Radial breakdown of a Fig 2.10 Origin offset carton Fig 2.11 Nonplanar quads Fig 4.1 Floss container and horse Fig 2.12 Distorted polygons chestnut Fig 2.13 Reversed normals Fig 4.2 Three dolls Fig 2.14 A superfluous row of Fig 4.3 Three Etruscan vases vertices Fig 4.4 Photo reference mosaic Fig 2.15 Misaligned texture Fig 4.5 Schematic view, court- Fig 2.16 N-gons house Fig 2.17 Missing faces from a Fig 4.6 Render, courthouse milk carton Fig 4.7 Rear derailleur assembly Fig 2.18 Extrusion error at corner Fig 4.8 Front derailleur assembly Fig 2.19 Aspect ratio Fig 4.9 Rear hub, schematic Fig 2.20 Edge layout view Fig 2.21 Lamina face Fig 4.10 Brake lever, schematic Fig 2.22 Hidden edges view Fig 2.23 Duplicate edges Fig 4.11 Label textures Fig 2.24 Coincident faces Fig 4.12 Material schedule, Fig 2.25 Geometry gap (in Death courthouse Valley) Fig 4.13 Errors in character pro- Fig 2.26 Hole and nonhole duction sketch polysets Fig 4.14 Model sheet, Dexter Fig 2.27 Nonmanifold geometry Green Fig 2.28 Dense, unmotivated ver- Fig 5.1 Basic modeling tool tices Fig 5.2 Primitive modeling, a Fig 2.29 Ragged edge floss container Fig 2.30 Isolated vertex Fig 5.3 Adding vertices Fig 2.31 Locked normals Fig 5.4 Deleting, collapsing, cut- Fig 2.32 Renumbered vertices ting, and beveling Fig 2.33 Zero edge-length face Fig 5.5 Booleans Fig 2.34 Magnifying glass Fig 5.6 Infinite sampling points Fig 2.35 Hierarchy example Fig 5.7 Spline-based surface Fig 3.1 Measurements, ruler and creation carton Fig 6.1 Roses Fig 3.2 Robert Wadlow and Fig 6.2 Kneaded eraser, polyset brother, the difference 150% makes detail limits Fig 3.3 Giovanni Bellini, St Fig 6.3 High- and low-resolution Francis in the Desert 1480 character heads Fig 3.4 Measurement types Fig 6.4 Subdivision of geometry Fig 3.5 Geometric subdivision for texturing Fig 3.6 Measuring instruments Fig 6.5 Curve detail, hub and Fig 3.7 Lens length skewer List of Illustrations ix Fig 6.6 How polygons are trans- Fig 7.24 3D paint on edited cubic lated into pixels projection Fig 6.7 Guardian, example of Fig 9.1 Lineup high-resolution graphics Fig 9.2 Call to Prayer, observa- Fig 6.8 Hidden triangles tion example Fig 7.1 Cannon Fig 9.3 Schematic-level observa- Fig 7.2 Cube and default coordi- tion skill nates Fig 9.4 Strong observation skill Fig 7.3 Cylinder and default co- Fig 9.5 Ahab, animation model ordinates sheet Fig 7.4 Sphere and default coor- Fig 9.6 Shallow cranium dinates Fig 9.7 Gradient(s) Fig 7.5 Many seams, good tex- Fig 10.1 High-resolution bicycle ture layout render Fig 7.6 Reference map: faces Fig 10.2 Low-resolution bicycle Fig 7.7 Reference map: type render Fig 7.8 No distortion Fig 10.3 Hard angles cannot be Fig 7.9 Distorted UVs removed Fig 7.10 Distorted polygons Fig 10.4 Bicycle seat, 3D pixels Fig 7.11 Correctly projected UVs Fig 10.5 Multiple cannon, part on distorted face detail Fig 7.12 Default sphere UVs and Fig 10.6 Incised detail texture Fig 10.7 Low-resolution auto Fig 7.13 Default sphere, sawtooth Fig 10.8 One thousand triangle projection bicycle Fig 7.14 Measuring for Mercator Fig 10.9 Power of silhouettes projection Fig 11.1 Textured giant crossbow Fig 7.15 Maximum tiling, Merca- Fig 11.2 Box projection, lemons tor projection and apples Fig 7.16 Untiled Mercator projec- Fig 11.3 Reference cube tion Fig 11.4 Projection within a ref- Fig 7.17 Scaled untiling Mercator erence cube projection Fig 11.5 Stretched to fit legal UV Fig 7.18 Two proportionate space spherical projections Fig 11.6 Rotate mapping plane to Fig 7.19 Six proportionate planar fit object projections Fig 11.7 Multipart object map- Fig 7.20 Geodesic layout texture ping solution map Fig 11.8 Poor coordinates on Fig 7.21 Geodesic UVs and lofted curve sphere with texture Fig 11.9 Good coordinates on Fig 7.22 Unedited cubic projection lofted curve Fig 7.23 Edited cubic projection Fig 11.10 Texturing a knot x List of Illustrations Fig 11.11 Texture alignment and Fig 13.2 Like glass and rubber: backward UVs polys and nurbs Fig 11.12 Rotated texture map to Fig 13.3 Plane to torus transfor- match misaligned UVs mation Fig 11.13 Distorted UVs on char- Fig 13.4 One isoparm at a time acter at shoulder joint Fig 13.5 Multiple patches re- Fig 11.14 Seam decision quired due to branching detail Fig 11.15 Overlapping UVs Fig 13.6 Nurbs plane transforms Fig 11.16 Nonoverlapping UVs into simple auto Fig 11.17 Grouping can cause Fig 13.7 Nurbs display is simple mess in texture editor Fig 13.8 Nurbs starfish, odd Fig 11.18 Character mapping number of branches layout Fig 13.9 Triangle and odd num- Fig 11.19 How do you map a bered parallelogram intersection posed hand? Fig 13.10 Nonright angle corners, Fig 11.20 Packing UVs and the same with a trim Fig 11.21 High-resolution texture Fig 13.11 Two trims treatment Fig 13.12 Revolve and planes Fig 11.22 Calculating ideal tex- Fig 13.13 Three-curve surface map size, three materials Fig 13.14 Curve direction is good Fig 11.23 Calculating ideal tex- Fig 13.15 Curve direction is not map size, UV layout good Fig 11.24 Calculating ideal tex- Fig 13.16 Battle robot head, built map size, scaled maps from curves Fig 11.25 Calculating ideal tex- Fig 13.17 Skewer lever, how it map size, overlapping UVs was built Fig 12.1 Y-foil rear hub and Fig 13.18 Cast powdered metal chain rings parts, a real modeler’s challenge Fig 12.2 A nurbs curve Fig 13.19 Multipatch chain ring Fig 12.3 Two curves, matching Fig 13.20 Curve detail in chain tangents rings Fig 12.4 Two curves, not tangent Fig 13.21 Nurbs normals Fig 12.5 Tangent surfaces Fig 13.22 Nurbs to poly conversion Fig 12.6 Curvature continuous Fig 13.23 Distorted embedded Fig 12.7 Projecting a curve and coordinates on a patch trim Fig 14.1 Möbius strip Fig 12.8 Intersecting curves Fig 14.2 Four-sided primitives Fig 12.9 Nonintersecting curves Fig 14.3 Nurbs deformability Fig 12.10 Curve tangent to curve Fig 14.4 Three-holed primitive Fig 12.11 Curve simplification Fig 14.5 2D and 3D space, how it Fig 12.12 Nontangent and tan- affects topology gent surface Fig 14.6 Render of skewer lever Fig 13.1 Nurbs jeep Fig 14.7 An artist sketches

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