3D Modelling
22.4.2023 - 10.5.2023
Johnny Lam Wee Zhe (0363436)
Bachelor of Design in Creative Media
LECTURE
Week 1 - Briefing (and General Explanation)
The first week of the module includes a briefing about what this module is all about and role that 3D modelling play in a creative media industry. It is said that it is part of a production process of 3D modelling alongside animation. Mr. Kamal has included the link on where Blender can be downloaded, here:
He has encourage us not to limit ourselves to singular 3D modelling usage especially when the gaming industry modelling is different from an animation industry modelling. He also explain how special effects industry require a high poly model and gaming industry uses low poly while an animation industry uses both low and high poly model.
Another thing to not is that there are two types of rendering: real time rendering and non real time rendering. Real time rendering uses GPU of the device while non real time rendering uses CPU. Two render engines; Eevee and Cycles uses CPU and GPU respectively.
Mr. Kamal introduces three methods of obtaining models; poly, scan, download and sculpt. He also briefly explains that boolean the result of how shapes interact when joined on another. Union is when two shapes combined and become one while intersection is refers to part of the shape that gets mixed up together.
Aside from surface modelling (which is how the modelling looks after render), the way that the wireframe is designed in mesh is also important, otherwise known as topology. It better to create something with less wireframe than ones with too much wireframes that it become impractical to work on the model.
Fig 1.1 Low polygon, high polygon and impractical polygon
The properties of the model has mode called 'material' which help effect the texture of the model as well as how the light interacts with the object. In order to change the texture, an object has to be unwrapped into something called a UV map which is similar an unwrapped lollipop wrapper being placed flatly. There is three way to create this texture; texture painter (which paints both 3D and 2D texture), substance painter and internal painter (that come with blender).
As this module is effected by multiple holidays, Mr. Kamal has taught on the layout of Blender introduce what each part of the blender does including the viewport and the various tabs such as sculpting and rendering as well as some of the basic control of blender.
Week 3
In the third week, we are introduce to the editing tools such move, rotate and scale. We were also thought what you can do in the header menu where we can hide objects, disable renders of specific object, create collection (a sort of folder) and etc. Before we begin, we have to learn about the components of a polygon. Here is an image of the illustration of what index, edge and face is:
Fig 1.2 Components of a polygon
After that we learn a few important hotkeys:
Tab: Switches between object mode to edit mode
(Edit Mode) 1 - Vertex selection mode
(Edit Mode) 2 - Edge selection mode
(Edit Mode) 3 - Face selection mode
(Edit Mode and Select Face) I - Inset (Creating a smaller face within the face)
(Edit Mode and Select Face) E - Extrude (Extend the face ahead)
(Edit Mode and Select Face) Control + R - Loop Cut (Cuts a shape)
(Edit Mode and Select Face) Alt + Left Click - Edge roll selection (Selects edges around a shape)
(Edit Mode and Select Edge/Face)
Control + B - Bevel (Rounds off the edge or the edge of the selected face)
Week 4
In the forth week, Mr. Kamal teaches how to create a car from a simple square shape. He mostly uses tools that he has taught previously such as inset, scale and edge roll selection. However, there are some new things being taught too. A few notable one include a new hotkey:
(Select two vertex) J - Connect vertex path (Connects two selected vertex and form an edge in between)
(Edit Mode) K - Knife tool (Cuts a face)
Aside from a hotkey, he also teach a few technique that could be useful:
In the modifier tab, there is a modifier called 'mirror' that can help match the other half of the model if symmetry is goal.
While selecting edges around a certain area and apply seams would cause the selected edge to become red. Select a face within the seams and press control + L to select all the faces within the seam. Select the face outside the seams would do the opposite and select all the faces outside the seam.
To add more than one material onto one object, apply a material on that object. Select faces of an object that you want to apply different materials to, press the plus button beside the active material index, press the new material button below and then press apply.
EXERCISE
Exercise 1: Modelling from Primitive Objects
The first exercise for this module is to use basic shapes to create an object of our liking. For my part, I decide to create a metal water bottle. Here are some of my sketches of the water bottle:
[Image]
Fig 1. Water Bottle Sketches
I decide to do the model from the sketch on the right. Here are the final results:
Fig 2.1 Water Bottle Render (Week 3 8/5/2024)
Fig 2.2 Water Bottle Render with Wireframe (Week 3 8/5/2024)
Exercise 2: Cylindrical Modelling
In the next exercise, we are tasked with creating various object made from a cylindrical shape such as plates, bowl, glass etc using what we learn from the practical. The first thing I do is to gather reference for the composition. Here is my compositional reference and blueprint of the various items:
Fig 3.1 Composition Reference
Fig 3.2 Bottle 1 Blueprint
Fig 3.2 Bottle 2 Blueprint
Fig 3.3 Glass 1 Blueprint
Fig 3.4 Glass 2 Blue Print
From there, I begin to create individual items from each of the blueprint. Then I rearrange some of the composition according to the compositional reference. I didn't follow the reference a 100% and have made some changes to the placement to make it look more interesting. Here is the final result:
Fig 4.1 Cylindrical Modelling Render
Fig 4.2 Cylindrical Modeling Framework
Exercise 3: Cube Modelling
For the third exercise, we are tasked with creating an object using a cube as the starting mesh to create an object. For this, I have decide to create a television setup including other furniture shown in the image I have gathered from my reference. I have gather a few reference but the main reference is this image:
Fig 5.1 Reference Image 1
There are also other reference I have made to replace a few things I personally see fit, especially the lamp that can be made from a cube and a television with a stand.
Fig 5.2 Reference Image 2
Fig 5.3 Reference Image 3
Using the lesson I have learnt from the practical class, I apply that to this exercise. I find that being able to apply different material into one mesh to be particularly useful for this exercise. Here is the result of the render:
Fig 6.1 Cube Modelling Render
Fig 6.2 Cube Modelling Framework
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