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3D Modeling. Introduction. Modeling Types Math models, sure Polygon is king Actually, convex polygons Triangle meshes are all that matter NURBS Subdivision Surfaces. Polygons' Strengths. Very straightforward Easy to troubleshoot/modify Supported by all 3D game engines
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Introduction Modeling Types Math models, sure Polygon is king Actually, convex polygons Triangle meshes are all that matter NURBS Subdivision Surfaces
Polygons' Strengths Very straightforward Easy to troubleshoot/modify Supported by all 3D game engines Triangles, baby Lots of little triangles
Polygonal Weaknesses Painful, manual, labor intensive Tool$, w/ steep learning curves Faceting Rough around the edges Fixed Resolution (?!) Unless level of detail models are created
Building Blocks Model = polygons, texture(s) + skeleton/articulation points Texture = 2D image, size 2nx2m Polygon = vertices Vertex = x,y,z + u,v x,y,z shared by attached polygons u,v might or might not be shared
Modeling A Character: Reference Posed and turnaround sketches of a character
extrude v.tr. 1. To push or thrust out. 2. To shape (a plastic, for instance) by forcing it through a die. v.intr. To protrude or project. In our case, to add “3D-ness” Subdivide (add polygons) and tweak
Modeling: SomePrimitive Operations Insert/attach a “box” Split boxes Stretch/edit vertices
Modeling A Character:Start With A Box Begin with a box Cut it in half Approximate the torso shape
Modeling A Character: Extrude Torso And Neck Extrude the box several times Adjust to simulate a rough torso Do the same for the neck
Modeling A Character: Extrude The Head Extrude from the neck Extrude the head volume Edit into a roughed out head
Modeling A Character: Create Rough Arms Extrude the upper side of the torso for the shoulder area Extrude several times for the arm Manipulate into rough arm shapes
Modeling A Character: Create Rough Hands Extrude a few times for basic hand volume Cut and extrude the thumb volume
Modeling A Character: Time For Legs Create only one of the legs Extrude and edit Extrude feet forward from stump
Modeling A Character: Mirror Her Delete half of the model Mirror the other side Attach and weld the seam
Modeling A Character: Proportions Match Bring the turnaround sketches into the viewport on a textured plane Manipulate until the model matches up
Modeling A Character: Begin Adding Detail Add a few more segments to support more curvature for the legs
Modeling A Character: Cuffs A simple extrude to create the cuffs of the pants
Modeling A Character: Gimme A Hand A series showing the buildup of the hand
Modeling A Character: Gimme Another Hand A series showing the buildup of the hand, from underneath
Modeling A Character: More Arm Please Cut in more detail for the arm, and manipulate for better form and curvature
Modeling A Character: The Chest More detail is cut into the chest to support the necessary volumes
Modeling A Character: The back Add polygons for the back, and the bevel of the shirt
Modeling A Character: The Face, Head And Hair A sequence showing the buildup of the head, face and hair
Modeling A Character: Done The completed model in wireframe and shaded Images courtesy of WildTangent, modeled by David Johnson.
3D Sculpting A low resolution model can look far more detailed than it really is. This can be used in game via normal maps==”special” texture Images courtesy of Pixolgic.
Reverse Engineering Real world objects or sculptures can be scanned or digitized This may not save time, but will ensure high fidelity Image courtesy of FARO Technologies, Inc.
BSP BSP stands for Binary Space Partition, a coding term. a method for organizing geom data BSP Editors come with many games e.g Quake, Half-Life BSP modeling is mining: subtracting volumes
Case Studies: Low Poly Modeling With low polygon modeling, much of the detail is painted into the texture Images courtesy of WildTangent, model and texture by David Johnson.
Case Studies: Car Model Car reflections are extremely sensitive to topology problems and imperfect panel curvature Preview your model in the engine to troubleshoot reflection irregularities Images courtesy of WildTangent.
Case Studies: Environment Modeling An environment model showing stages: Modeling Vertex Lighting In game with textures and effects Images courtesy of WildTangent.