Cop-3d Part II Record
Cop-3d Part II Record
Sulur, Coimbatore-641402.
Name …………………………………………………
Reg.no …………………………………………………
Class …………………………………………………
Subject…………………………………………………
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Rathnavel Subramaniam College of Arts & Science (Autonomous)
Sulur, Coimbatore-641402.
Faculty HOD
Submitted for the practical examination held at RVS College of Arts & Science
on …………………………
2
INDEX
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1. Create a 3D Logo with a Curve.
Problem:
Tool Implementation:
Step 9: Add a text and set extrude as 0.211 and depth as 0.031 in the font property which is in
the property window.
Step 10: Select all the cubes and press the join button on the tool shelf.
Step 11: Add a cylinder, scale it, and arrange it to the center of the joined object.
Step 12: Select the joined object and go to the property window and click to get modifiers.
Step 13: Select Boolean Modifier and set the properties as defined below
Operation: Difference.
Object: Select the cylinder you arranged.
Step 14: Click Apply to apply the modifier and delete the cube.
4
Output:
5
2. Model a Teacup using the meshes & Curve tool.
Problem:
Tool Implementation:
Step 2: Change the front ortho view, select Edit mode and click Extrude Regine
(Alt+x)
Step 4: Select loop cuts and scale it big like the middle part of the cup.
Step 5: Change to user perspective view and select the top face and delete it.
Step 6: Select the top row (circle) edges by navigating Select > Edge loop in the
3D View window. Using a transform manipulator (Translate & Scale) and shape
the edges like the top surface of a cup.
Step 7: Again change to front ortho view, extrude inwards, and scale till the last
loop cut. And navigate to mesh > edge > make face.
Step 8: Add a curve and shape it like the handle of the cup.
Step 9: Add a select path > change edit mode > select the mode to reduce the size
of the handle.
Step 10: Bevel the handle curve with the circle curve.
Step 11: Select the handle curve and convert it to mesh by navigating object >
mesh from the curve.
Step 12: Arrange the handle to the middle of the cup. And join the cylinder and
handle.
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Output:
7
3. Apply texture using meshes.
Problem:
Tool Implementation:
Step 1: Click on the dropdown list labeled “Type” and then choose “Image or
Movie”.
Step 2: In the mapping section, set the coordination to “UV”, the projection
should be “Flat”.
Step 5: Choose “Editing Mode” from the interaction mode list. The dropdown
list is in the bar under the 3D model. Change it from “Object Mode” to “Edit
Mode”.
Step 6: Hover over your cube and then press Ctrl + Tab. Choose “Edge” from
the list.
Step 7: Right-click on the edges to mark them, and hold shift so that the
selections stack up.
Step 8: Select the left, right and top edges of one side, then do the same on the
opposite side. Finally, select the top edge of the connecting side between them.
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Step10: While still in Edit mode, select your object. (If it’s the only object, you
can press A).
Step12: Open the UV (image) editor. This can be done by either changing the
screen layout from “Default” to “UV Editing”, or adding an editor and
changing its type to “UV/Image Editor”.
Step13: In the bar beneath the UV editor, click on the image icon next to the
“New/Open” buttons and choose the texture image.
Step14: Adjust the UV mapping to fit the texture. You can use R (rotate), G
(translate) and S (scale) on your keyboard to transform it. Combine these with
X, Y, Z on your keyboard to move them on a single axis. You can also use the
coordinates in the “UV Vertex” tab to move around with more precision.
Step15: Move around the camera and the lamp to get a better view. The default
view should suffice too.
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Output:
10
4. Create a Coffee table model.
Problem:
Tool Implementation:
Step 3: Duplicate the cube (Ctrl+D) and scale the cube-like size of the chair leg.
Step 4: Duplicate the chair leg and arrange them in the corners of the seat.
Step 5: Duplicate the back legs to a level that represents the height of the chair.
Step 6: Duplicate one of the front chair legs again, rotate it 90 degrees, and scale.
Arrange them like a backrest.
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Output:
12
5. Character Modelling, Armature, and Rigging
Problem:
Tool Implementation:
Step 3: Duplicate cubes and transform them like heads, arms, and legs and join the
meshes. A simple character is ready. Apply image texture or paint it.
Step 4: Create a bone form armature > single bone. Tick the x-ray in the property
window under the armature tab .
Step 5: Select the bone, Change to edit mode, extrude multiple bones, and arrange
them like human anatomy.
Step 6: To merge bones to a model, change to object mode select the character first
and select the armature.
Step 7: Navigate to Object > Parent > With Automatic Weights. The rig merged
with the character.
Step 8: Select the and change to pose mode to pose a character as you wish.
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Output:
14