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	<title>Comments on: Citizen Exclusive: Mechanic Part 4</title>
	<atom:link href="http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/feed/" rel="self" type="application/rss+xml" />
	<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/</link>
	<description>Blender Tutorials and Training</description>
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		<title>By: kenneth plumley</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-42679</link>
		<dc:creator>kenneth plumley</dc:creator>
		<pubDate>Wed, 07 Dec 2011 11:01:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-42679</guid>
		<description>great work and it wasn&#039;t tedious at all. looking forward to more topology tutorials. once again thanks</description>
		<content:encoded><![CDATA[<p>great work and it wasn&#8217;t tedious at all. looking forward to more topology tutorials. once again thanks</p>
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	<item>
		<title>By: Will</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2207</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Fri, 22 Jan 2010 02:34:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2207</guid>
		<description>Ah, you&#039;re right. Even the high-res sculpts are often re-topologized by hand to make sure the edge loops are correct. So even if a character is scanned in, it still has to be reworked.

Thanks.</description>
		<content:encoded><![CDATA[<p>Ah, you&#8217;re right. Even the high-res sculpts are often re-topologized by hand to make sure the edge loops are correct. So even if a character is scanned in, it still has to be reworked.</p>
<p>Thanks.</p>
]]></content:encoded>
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	<item>
		<title>By: Will</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2206</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Thu, 21 Jan 2010 20:49:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2206</guid>
		<description>You can also watch the tutorials from Jonathan on &quot;modeling a human head&quot; (parts 5 and 6 I think) and that will take you through ear modeling for a character.</description>
		<content:encoded><![CDATA[<p>You can also watch the tutorials from Jonathan on &#8220;modeling a human head&#8221; (parts 5 and 6 I think) and that will take you through ear modeling for a character.</p>
]]></content:encoded>
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	<item>
		<title>By: Jonathan Williamson</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2205</link>
		<dc:creator>Jonathan Williamson</dc:creator>
		<pubDate>Thu, 21 Jan 2010 20:15:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2205</guid>
		<description>Like Matthew said, I believe both skills will always be crucial. At least for the next few years. Modeling by hand will probably slowly move more and more towards being used primarily on independent short films and such while all of the ultra high-res sculpting will be used in high-end productions. That being said, the chances of software being good enough to automatically generate a easily animatable mesh with good topology, without any manual modeling, is pretty unlikely for some time.</description>
		<content:encoded><![CDATA[<p>Like Matthew said, I believe both skills will always be crucial. At least for the next few years. Modeling by hand will probably slowly move more and more towards being used primarily on independent short films and such while all of the ultra high-res sculpting will be used in high-end productions. That being said, the chances of software being good enough to automatically generate a easily animatable mesh with good topology, without any manual modeling, is pretty unlikely for some time.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jonathan Williamson</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2204</link>
		<dc:creator>Jonathan Williamson</dc:creator>
		<pubDate>Thu, 21 Jan 2010 20:12:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2204</guid>
		<description>There are no ears as they will be covered by his bandanna, thus removing any need for them. This is discussed during the tutorial.</description>
		<content:encoded><![CDATA[<p>There are no ears as they will be covered by his bandanna, thus removing any need for them. This is discussed during the tutorial.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mulch Diggums</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2203</link>
		<dc:creator>Mulch Diggums</dc:creator>
		<pubDate>Thu, 21 Jan 2010 18:13:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2203</guid>
		<description>Really cool, but... no ears?</description>
		<content:encoded><![CDATA[<p>Really cool, but&#8230; no ears?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matthew</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2202</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Thu, 21 Jan 2010 15:58:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2202</guid>
		<description>both skills will always be crucial</description>
		<content:encoded><![CDATA[<p>both skills will always be crucial</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Will</title>
		<link>http://cgcookie.com/blender/2010/01/20/citizen-exclusive-mechanic-part-4/#comment-2201</link>
		<dc:creator>Will</dc:creator>
		<pubDate>Thu, 21 Jan 2010 06:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.cgcookie.com/blender/?p=1999#comment-2201</guid>
		<description>Jonathan,

After watch Avatar and some Avatar &quot;behind the scenes&quot; I was wondering if this kind of poly modeling is the future of 3D art or if sculpting from a base mesh (or some kind of scanning) is basically how it&#039;s going to be. This would of course bring computer art almost full-circle making skill in art crucial compared to skill on the computer.</description>
		<content:encoded><![CDATA[<p>Jonathan,</p>
<p>After watch Avatar and some Avatar &#8220;behind the scenes&#8221; I was wondering if this kind of poly modeling is the future of 3D art or if sculpting from a base mesh (or some kind of scanning) is basically how it&#8217;s going to be. This would of course bring computer art almost full-circle making skill in art crucial compared to skill on the computer.</p>
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