The holy grail of 3d modeling books?


#1

What is the “must have” book for 3d modeling?I wan’t a very well thought out technical book on poles and edge loops and tutorials inside to practice.I’m not looking for any software specific book .I want a book that covers modeling at a fundamental level that speaks universally regardless of software.Preferably disney style or stylize toons.

Second question ,Who is your favorite tutorial maker on youtube?Who creates well produced tutorials?


#2

Its kind of something you need to develop on your own. All of the modifiers and tools are listed right there in the software interface. Pick something to model, and start hitting buttons to see what happens. It helps a lot to read the help document to better understand what a specific tool does, but overall there aren’t many big picture concepts you can learn from a book.

Just do a quick Google search for wireframe shots that others have made if your struggling for inspiration on edge flow.

http://i.imgur.com/NWprtii.jpg
https://s-media-cache-ak0.pinimg.com/236x/b2/50/85/b2508579cb0b43e19bacf953e8ff50fc.jpg

You might need some entry tutorials on ZBrush since the interface is a little different, but you really should be able to figure out poly modeling on your own.

If your looking to model cartoon characters, it would really help to also have a understanding of rigging and deformation. Areas like the elbows, shoulders, lips, and eyes can be tricky. You need to keep the edge loops to a minimum to keep things smooth and riggable, but at the same time, provide enough detail to allow expression.


#3

Thnx for the reply.I get all my reference for wireframes here:

http://www.pinterest.com/andrewsilke/wireframe/

i have tried learning to model by instinct alone and it never has worked out for me,I learn what i know from copying books and video tutorials.I just don’t have it in me to “figure” things out on my own.Some people are really smart but me I’m a monkey see monkey do kind of learner. :wavey:


#4

Hey man, your really going to have to cross that bridge if you want to be a strong modeler. Its not a matter of intelligence or learning style. Its just a fact of this kind of work. It might take you a few years to get to the point where your making great looking characters.

There are certain techniques and edge flow patterns that you can learn and apply to different types of projects, but your going to have to do a decent amount of problem solving. Obviously different objects and characters have different requirements, and you cant always look up a tutorial on how to model something. Clicking all the buttons on your own is a way to know what tools you've got at your disposal to solve a problem. It helps to spend many hours messing around with deformers, edge loop patterns, constraints, blend shapes, UV's, sims, booleans, NURBS, curves, extrusions, sculpting tools, and everything in between. You really don't need a book to learn how to use these things. You just need to experiment with them and figure out how to apply them to the particular thing that your modeling.

And obviously this is just on the technical side. It takes many more years to figure out the anatomy and art side of things… :stuck_out_tongue:


#5

This is archived from the now closed site ‘subdivisionmodeling.com’ but in HERE you will find a wealth of data on the technicalities of sub-d modeling. Amongst other topics, it covers the all-important use of, and theory behind E-poles and N-poles in depth.


#6

I downloaded that one in pdf format two years ago and did all the plane surface exercises.In the very end I learn a few terms like N Pole and E poles and learned to create edge loops using to rip tool.Maybe I’ll give it a second go around,this time perhaps write a few things down so i dont forget.

Thnx well noted.