11. Interfacing with Model I/O
How do you make the timelessness of inert, silent objects count for something? How to use the, in a way, dumbness of sculpture in a way that acts on us as living things?—Antony Gormley
If you’ve ever played a complex 3D game, such as Mass Effect or Call of Duty, you know that the video game world is populated by environmental objects, people, and lights. Millions of polygons are represented in every frame of those video games. So far, you’ve worked with incredibly simple objects that you have described by hand. A fully rigged and modeled human character is endlessly complex and would be impossible to enter by hand. Modeling programs get around having to do this by creating pattern files that describe these objects, ...
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