Good Day All!
Coming from a programming background, about a month ago, I decided to take a plunge into (what seems like) the bottomless rabbit hole of 3D Modeling and Sculpting. I have no prior experience or training in the subject, and the closest thing I've ever done to anything of the artistic sense is that of Computer-Aided Drafting back in high school.
I've decided the tools I'll use are Autodesk Maya and Mudbox. So far, learning the interface and being able to create simple little models has been a breeze, with some touch ups here and there needed on my part (I've included an example of my work that I completed within the first week using various example photos below).
However, I seem to have a bit of a problem - when going through tutorials "jargon" is commonly thrown out for things I do not fully understand. Such terms as Normals, UV Mapping, Texturing, Transformers, NURBs, Workflows, Rendering, Dynamics, etc.
I've come to the realization that I don't have a foundational understanding of the theory of graphic design. In the programming world, there are many such resources and references - one that I use quite heavily is a book called Programming Language Pragmatics,
a language-agnostic book that describes heavily both the academic theory and practical use of all the different types of programming languages and the history of such.
So my question is, are there any such resources for this field? Something that's software-agnostic and hits on the higher level theory and reference of graphic design and computer graphics? I've looked in quite a few places but have not found a general academic reference that fits these needs.
Any help on this would be greatly appreciated!