MistyLaraCarrara opened this issue on Oct 03, 2012 · 39 posts
AmbientShade posted Fri, 05 October 2012 at 8:32 AM
Honestly, the only one I can think of I wouldn't recommend, but it may help you learn some of the basics. Polygonal Modeling by Mario Russo. The only reason I have this book is because it was one of the course books I got in school. Why they gave it out doesn't really make sense to me as we never used it or even referred to it even once, and everything the instructors said went directly against most of the information in this book, asside from the very very basics. Overall it's not a horrible book, but it is misleading and the resulting topology in it - if you follow it step by step - is really horrendous. There are much faster and more precise techniques that will produce a more professional model with tighter geometry in much less time. On the plus side, it's something for you to start with if you really want a book on polygonal organic modeling - because there aren't many books available on the subject. Those that are available are usually program specific - which can be difficult to follow if you aren't using whatever software the book uses and you aren't familiar enough with your own software to mentally translate the various techniques to what you are working with.
I can look around online and see if I can find one that would be more beneficial to you.
The delima is that poly modeling of humanoid figures is pretty out-dated today. Most books (that I'm familiar with) on the subject gloss over the basics of poly modeling and jump right into sculpting, because most character modelers today sculpt, they don't poly model. Why? Because sculpting is faster and often more precise than pushing points around endlessly, tediously, until you get it just where it needs to be. After the sculpt is finished the model is retopologized in a program like topogun or some other utility that allows you to rebuild your geometry over your sculpted mesh and project the details of that mesh onto the new topology. Books have been focusing on sculpting more than modeling for a while now. That's not to say there isn't a book out there that doesn't teach it, I'm just not familiar with one - and I have several books on character modeling.
If your intention is to create a realistic human figure, you have to study anatomy. There's just no getting around that. There are tons of anatomy books for artists (illustrators, not modelers), available and all of them have their fans who swear by them. If your goal is more cartoonish figures where there's less emphasis on realism, then you don't have to push so much for anatomy, but a solid understanding of anatomy will make even cartoon characters that much more believable.
One of the best books on character modeling I'm familiar with is Scott Spencer's Digital Sculpting Human Anatomy. Unfortunately it is about sculpting in z-brush and really doesn't say much about poly modeling. On the plus side, it comes with a dvd that includes a basic quad model in obj format, which is used through the course of the book to sculpt on. It's not the best anatomy lesson, but it's not bad either. It just doesn't give a lot of the "why". The down-side to it is the end result is a heroic figure, not too far off from the Freak proportions.
You might also look through the dvd collection at Gnomon Workshops Online or at Eat3D. Both have some pretty nice dvd training series - many put an emphasis on sculpting though, and not poly modeling.
Oh, and "Motorbike pose" - basically the figure is modeled in a position that looks as tho its riding a motorcycle. That is, all the limbs are slightly bent, usually in a 45 degree angle, or a position roughly half way mark between min and max range of motion. One of the Maya training series books that I have from school - Hyper-Realistic Creature Creation - uses such a pose with the model you build and rig through the course of that book, but the pose is not very common. Some use that approach, just depends on their needs.
~Shane