# Organic modeling and texturing
- Organic-looking surfaces are much harder to generate than most hard modeling.
- Organic surfaces require complex irregularity.
## Strategies to work with complex modeling
- Understand the 3D pipeline so that you can make a good plan of how to build your modeling data based on how it will be used.
- Break a complex reference’s shape down into smaller, simpler ones: whatever basic shapes are easier for shaping the model, for example, cylinders, cubes, cones, spheres, pipes and so on.
- You can employ build-out modeling. From a single polygon, you can extrude edges to create smaller sections of a larger object. For example, box modeling allows you to start with a simple primitive that you can extrude to create a complex form.
- When you work on a character or any other modeling which has symmetry, you can create half of it and then mirror it.
- Sculpt polygons. Artisan is a brush-based modeling and editing toolset. Using Artisan, you can sculpt directly on the surface of geometry (You might also apply various deformation tools and soft selection function for your select tool).
- Use retopology tools. Highly detailed, sculpted models are impractical to take through the production pipeline. Instead, the high-resolution model is retopologized to a lower, more manageable resolution.
## Fundamental tools for good modeling
- Collect good references
- Observational skill
- Problem solving
### Organic polygon modeling example
- Reference photos
- Polygon modeling: M. C. Escher face modeling, created by Haru Ji, 2002.
## Fundamental preparation
- Study anatomy
- Develop a characteristic story
- Rough sketches and collecting references
- Understand different 3D modeling methods and choose one based on your needs.
- Prepare the blueprints of a 'T'-posed character.
## Styles of model
# Anatomy and proportion
Vitruvian Man, Leonardo da Vinci around 1490.
This drawing is accompanied by notes based on the work of the architect Vitruvius. The drawing, which is in pen and ink on paper, depicts a man in two superimposed positions with his arms and legs apart and inscribed in a circle and square. The drawing and text are sometimes called the ***Canon of Proportions*** or, less often, ***Proportions of Man***. [link](http://en.wikipedia.org/wiki/Vitruvian_Man)
[Leonardo da Vinci's anatomical drawings](http://nancyveloaskin.blog32.fc2.com/blog-entry-595.html)
Image from Figure Drawing for All It's Worth by Andrew Loomis. [Amazon.com](http://www.amazon.com/gp/product/B000NNFLWQ?ie=UTF8&tag=wwwidrawdigit-20&linkCode=as2&camp=1789&creative=9325&creativeASIN=B000NNFLWQ)
More on [Pinterest](http://www.pinterest.com/tompaints/figure-drawing-proportions/)
In terms of age:
Image from ZBrush® Digital Sculpting: Human Anatomy.
Images from [anatomytools.com](http://www.anatomytools.com/)
- [Lab 1](http://2016datt2500.tumblr.com)
- [Lab 2](http://2016datt2500lab2.tumblr.com/)
- [Lab 3](http://2016datt2500lab3.tumblr.com/)
- [Lab 4]((http://2016datt2500lab4.tumblr.com/)
## To do list
- Lab practice: Organic modeling
## Lab practice: Organic modeling
### Strategy of organic modeling:
- Working with symmetry.
- Using image planes to bring in reference sketches.
- Using four-sided polygons and edge loop.
- Maintaining polygons of relatively uniform size + numbers in pair and aspect ratio.
- Decomposing complex forms into simpler subcomponents, also known as block modeling.
### Reference image
- Crete polygons **(Modeling // Mesh Tools / Create Polygon)**
- Tip: Using a grid to check general size and proportions **(Display / Grid)**
- Using Extrude to expand polygon faces **(Modeling // Edit Mesh / Extrude)**,
Tip: Check **Keep Faces Together**: this option ensures that edges do not separate as they are extruded.
- Create eyeballs **(Create / NURBS Primitives / Sphere)**
- Tip: Using **Poly Count** and **Outliner** to check your Polygon data **(Display / Heads Up Display / Poly Count)**
- Tip: **"g"** key for previous command
- Using component mode to move vertices and edges, tip: using selection tool **(Modeling // Select)**
- Using Lattice deformer **(Modeling // Deform / Lattice)**
- Using Sculpt tool **(Modeling // Mesh Tools / Sculpting Tools)**
#### Combine two meshes (eye and nose)
- Combine multiple geometries to one **(Modeling // Mesh / Combine)**
- Create faces between geometries **(Modeling // Mesh Tools / Append to Polygon Tool)**
- Divide faces **(Modeling // Mesh Tools / Multi-Cut)**
#### Create symmetry
- Align vertices at the center:
- choose all vertices at the center from top or front view.
- Snap to grid, tip: turn off Retain component spacing in the Move tool attribute editor.
Check the image:
- Mirror & Merge the geometry **(Modeling // Mesh / Mirror Geometry)**
#### Smoothing Polygon surfaces
- To see a smooth version of the model, choose (Modeling // Mesh Display / Soften Edge)
- Or create Subdivision sufaces using Subdiv Proxy **(Modeling // Mesh / Smooth Proxy)**
## Lab work to do
- Review & practice based on today's lecture & lab class material.
- Let's prepare project 2 & 3
- Project 2: the completion of project 1
- Project 3: free theme modeling & rendering.
- [Project link](project.html)
- By **Monday Nov 21st** midnight, please complete your two assignments and upload the **rendering images** to the class Tumblr with simple descriptions: **"a10 by your name, date"**.
- A rendering result of your completed organic face modeling and texturing: use your eye ball from the previous practice.
- From the next week, we will check your attendances so, if you skip the class with a proper reason, don't forget to submit related documentation to Haru or Yifat such as a doctor's note.