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Chapter 18. Shading > Considerations Before Shading

Considerations Before Shading

Before any shading commences, you must consider a few criteria. First is the quality of your surfaces. Second is file organization. For our project, Mark Adams, who has decades of experience in digital model making, did most of the models. His results are at the highest level of professionalism. In many cases, though, you are creating the model yourself or have a less experienced team member than Mark. Before applying shaders, check your model's surface quality for good parameterization, tessellation, and UVs. Then get your files organized for smoother shader production.

Surface Quality

Parameterization should have an even spacing and regular flow. Check to see that the isoparameter curves are evenly gridded or that the detail is only where it is needed. Look for waves and oscillations on the surface (see Figure 18.12). Also avoid what is called a “skinny” patch, with two or more isoparameters closely spaced for no reason. Open the Attribute Editor to count how many spans the surface is composed of if it is a NURBS surface. The span count should seem reasonable. The number of spans should be as high as will be needed to get the detail. This could be as high as hundreds of spans for a large creature's belly for a feature film, or just one span in each direction in U and V. It all depends on your criteria.


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