Modeling
Modeling
Definition:
Applications of 3D Modeling:
• Industries:
o Virtual reality
o Video games
o 3D printing
o Marketing
o TV and motion pictures
o Scientific and medical imaging
o Computer-aided design (CAD) and manufacturing
Approaches to 3D Modeling:
• 3D Primitives:
o Basic polygon-based shapes like pyramids, cubes, spheres, cylinders, and
cones.
• NURBS (Non-Uniform Rational B-Splines):
o Smooth, mathematically defined shapes created using bezier curves.
o Computationally complex compared to polygonal modeling.
Role of a 3D Modeler:
• Responsibilities:
o Maintain consistency with the art design throughout the development process.
o Adapt to significant changes in the game's design during development.
• Collaboration:
o Work closely with the art department to achieve a unified artistic vision.
• Challenges:
o Balancing creativity with the constraints of the artistic vision.
o Managing pressure while maintaining artistic and technical quality.
Introduction:
o The job market for 3D artists is growing, with a projected growth rate of 12%
through 2018 (source: Bureau of Labor Statistics).
• Versatile Applications:
▪ Game design
▪ Print graphics
• Problem-Solving Abilities:
• Lifelong Learning:
o Losing interest in these challenges might indicate a lack of passion for the
field.
• Accessible to Everyone:
o Anyone with a passion for digital art can become a digital modeler.
o With effort and consistent practice, it’s possible to succeed, regardless of
initial skill level.
• Attention to Detail:
o Ability to create precise and realistic models or stylized designs as per the
project's requirements.
• Problem-Solving Skills:
2. Technical Requirements:
• Computer Hardware:
o Familiarity with formats like OBJ, FBX, STL, etc., used in various industries.
3. Personal Attributes:
o Willingness to refine models and handle iterative feedback during the design
process.
• Lifelong Learning:
5. Portfolio Development:
• Showcase of Skills:
• Industry-Specific Projects:
• Teamwork:
o Ability to work with artists, designers, and technical teams to align with the
project's vision.
• Effective Communication:
• Optimization Skills:
o Ability to create efficient models for real-time applications like games or VR.
A Model's Anatomy
1. Polygonal Models:
o Ideal for creating organic forms due to their smoothness and minimal curves.
3. Subdivision Surfaces:
o Allow selective subdivision for smoother areas without increasing the polygon
count across the whole mesh.
Model Classification
o Objects that are machined or man-made, often featuring sharp edges and
angular shapes.
o Examples: Computers, vehicles, furniture, and mechanical objects.
o Characteristics:
▪ Topology and edge flow are less critical unless the model is animated.
2. Organic Models:
o Characteristics:
o Some models defy strict classification (e.g., couches or sports cars with
flowing shapes).
NURBS Modeling
1. NURBS Primitives:
2. NURBS Curves:
1. Photo-Real Models:
o May depict real-world objects (e.g., cars, humans) or fictional ones (e.g.,
dragons, robots) in a realistic style.
2. Stylized Models:
3. Choosing a Style:
Key Takeaways
• Hybrid Models:
o Many models incorporate elements of both hard surface and organic styles.
• Flexibility:
• Process: Start with one polygon, complete its details, and progressively build the
mesh.
• Common applications:
o Retopology: Rebuild a high-poly sculpt into a clean, low-poly model for proper
animation.
2. Point-by-Point Technique
• Involves defining the shape of the mesh by generating points and creating polygons
from them.
• Suitable for:
• Process: Select an edge, extend it, and form new polygons until the mesh is
complete.
4. Primitive Modeling
• Combines primitive geometric shapes (e.g., boxes, spheres) and modifies them to
create objects.
• Applications:
5. Box Modeling
• Process: Extend or bevel polygons to "grow" geometry and create a seamless mesh.
• Applications:
6. Patch Modeling
• Applications:
7. Digital Sculpting
• Applications:
8. 3D Scanning
• Captures surface data from real-world objects, converting it into a digital mesh.
• Common applications:
Texture Displacement
Dynamics
• Applications:
• Challenge:
o Humans can easily recognize flaws in CG faces due to familiarity with real
faces.
o Advantages:
• Box Modeling:
o Focus on primary details (overall head shape) first, then add secondary and
tertiary details.
• Reality:
o Clean geometry and adherence to reference are the true markers of a good
model, not the method used.
• Personal experience:
o Results depend on accuracy and mesh cleanliness, not the chosen method.
5. Final Takeaway
• Use the method that best fits the project’s needs, timeline, and your skill set.
1. What is 3D Printing?
• Technology:
• Visualization Example:
o Similar to slicing an apple into thin layers, stacking them recreates the original
shape.
• Liquid Material Printers: Lay and harden liquid material layer by layer.
• Prototyping:
• Medical Innovations:
o Creating bone grafts and experimenting with organ printing using living cells.
Key Considerations:
1. Closed Meshes:
3. Physical Stability:
File Formats:
• Print larger models in separate parts to simplify assembly and reduce costs.
Key Differences:
• 3D printing is ideal for prototypes, but mass production requires molding (typically in
China).
• Molding considerations:
• Follow similar principles as 3D printing: avoid thin parts, ensure structural integrity,
and design for manufacturability.
• Incorporate seam lines creatively to add detail while hiding manufacturing seams.
6. Final Prototypes
• Use the above guidelines to prepare digital meshes and print final prototypes for
approval.
A. Geometry
B. Mesh
• Types of Meshes:
o Low-Poly Mesh: Fewer polygons, used for real-time applications like games.
C. Topology
D. UV Mapping
• Textures: 2D images applied to materials for added detail, such as wood grain or skin.
- Start with a base shape (e.g., eye, - Begin with a simple shape (e.g.,
nose) and extend edges to build the sphere) and use brushes to sculpt
Workflow
rest. - Focus on topology and geometry details. - Retopology is done later
accuracy early in the process. for cleaner topology.
Ideal for structured models like hard- Best for organic models such as
Applications surface objects or character models creatures, characters, and natural
requiring clean topology for animation. forms with high detail.
Can be slower due to the need for Faster for creating high-detail
Speed precise topology and structure from models initially, but requires time
the beginning. for retopology and cleanup.
• Buildout Method:
o For concept exploration and artistic modeling without immediate concern for
topology.
Each method has its strengths and is often used in combination during the modeling
process. For example, a sculpted model may be retopologized to achieve the benefits of
both techniques.