Game Development Reference
In most of these topics, the tutorials are not realisic, which means that you, the reader,
cannot replicate what's being ofered. They have steps such as "coninue ediing verices
unil your face takes shape." Hang on there! A face? A human face? There are seven billion
human beings in the world all with subtly different faces so that we can recognize each
one. Such is the level of detail in the face. You expect me to sculpt it in Zbrush with just a
paragraph of explanaion? Well yes, apparently!
The same goes for tutorials in magazines. I recently saw a tutorial on character modeling
where the arist even claimed to have sculpted the inely muscled hero in four easy steps,
when the model by all accounts appeared to be imported from Poser or Daz. Maybe I'm
exaggeraing just a litle bit, but this kind of dishonesty really bugs me because, like you, I
just want to learn the skills. I'd rather learn how to model an Aardvark really well than be
promised a finely muscled human and end up with a blob that looks more like an anthill.
My promise to you as an author and someone who has had just as much frustraion learning
the skills as you have, is that I will only present the things I know you can, and will, model
successfully. The upshot of this is that the front cover might not look as spangled and
promising as the dishonest topics. Neither will this topic cover every single 3D modeling
subject that each need a book by themselves, but it will provide a solid foundaion to build
on. I think that's a trade of that I know you're going to be ine with. In this topic, we're
interested in assets that will sell or make a difference in your games or movie sets.
You can get the tutorial models and source textures for this topic by going to
http://www.packtpub.com and selecing this topic itle. Scroll down and
click on Code Bundle and enter your e-mail address to receive the download link.
Because we're talking about being honest, I'll admit one or two things. While SketchUp is the
best you can get by a long way, SketchUp is not perfect. There are currently some limitaions
with the way images map onto geometry that someimes requires you to import to the other
software to finish the job quicker. Such as when you are texturing a highly-detailed model
and need to use texture unwrapping. Modeling is also frustraing when there's a hole in your
geometry and you just can't get it to plug up! These are things that I hope you'll get used to
over ime and you'll ind ways of working through them. I can't list ixes for them all here,
so it's best just to remind you that the various SketchUp user forums are some of the most
helpful on the Internet. Also, if you've bought a license of SketchUp Pro, don't forget it comes
with free e-mail support.