3D Modeling — Exercises

28.08.2023 — 23.10.2023
Rachel Madeline Purwanto / 0356994
3D Modeling / Bachelor of Design (Hons) in Creative Media
Exercises

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INSTRUCTIONS 


LECTURE 

WEEK 2 — PRIMITIVE MODELING

  • Editor: the area where the user edits the object
  • Outliner: Layers of the objects 
  • Properties: Property option for objects
  • Timeline: Used to playback and keyframe animation

Shortcuts
1. Rotate view : middle mouse button, hold n drag
2. Track view : shift + mmb, hold n drag 
3. Zoom : mmb scroll
- make sure the z coord is the one on the top
- x shud be on the right n y shud be behind x
- ctrl opt q to open the 4 window perspective angle thig n close it
- shift right click to any part of the screen where u wanna put ur cursor 
- drag cursor above multiple objects to select all
- shift d to duplicate
- x to delete

Transform Pivot Point
- individual origins is to rotate or transform separate objects but at the same time when selected multiple objects 
- active element : can select one element as a pivot point to move other multiple objects that were selected
- 3D cursor : can be used as a pivot point positioned in the world origin 

Using 3D cursor as a pivot point to mirror objects 
1. 3D cursor
3. Duplicate object 
2. Hover over object, mirror then choose 

Object Hierarchy 
- To parent object, select the object and press cmnd P 
- To unparent : select the object and click alt + P
- To set child under parent object, on outliner hold shift and click and drag to the parent object


WEEK 3 — CYLINDRICAL MODELING
Modeling Techniques
  • Polygon
  • Curved base modeling
  • Sculpting (Advanced)
Polygon Components
  1. Vertex
  2. Edge
  3. Face
Fig 1.1 Switch to edit mode to edit the vertices, edges and face of the object

Polygon Modeling Tools
1. Inset
- Select face and press I then move mouse leftward

2. Extrude (to extend the shape)
- Select face 
- Press E

3. Bevel (to curve out edges)
- select edge
- press cmnd B
- move cursor rightward
Fig 1.2 Bevel


Easier selection using "edge loop"
- To select edge loop : Shift Opt click at any edge 

Modeling Wireframe 
Low polygon > In object mode > Smooth modifier (cmnd 1/cmnd 2) > adjust sharpness/smoothness of the corner 

Loop Cut 
- Cmnd R
- Drag lines to make inward folds look smoother when using the smooth modifier or to make an edge look sharper 


WEEK 4 — MODELING WITH A BOX
To use mirror 
- 3D cursor to world origin
- Select the object
- Click Shift D to duplicate and make sure the object is at the og position
- Click mirror X or Y

If you cant add a loop cut on one of the surfaces due to bevel, select two vertices and press J to connect the vertex path.


TASK 

Exercise 1 — Primitive Modeling 

1. Sketch

Fig 1.1 Rough Idea sketch

My initial idea was to create a 3D arcade machine combined with the shapes we learnt to create and modify in the second week so I started out with the sketch first.

2. 3D modeling in Blender

Fig 1.2 Progress on Primitive Modeling

Fig 1.3 Progress on Primitive Modeling

I started out with cubes to create trapeziums using modifying tools, specifically the subdivision and the taper tool. Since my initial idea was to make an arcade machine, I wanted only one side of the cube to be slanted and not the right and left side of the cube so I turned on restrictions under the simple modify taper tool and also moved the origin point to the corner of the object then played around with the taper tool.

Fig 1.4 Progress on Primitive Modeling 

Fig 1.5 Buttons and Joystick

I used cylinders for the buttons and torus to make the button look more dynamic and detailed. The buttons were made to be slightly smaller than the joystick following the general scale of an arcade machine with the joystick and buttons.


Fig 1.5 Primitive Modeling complete

After the overall structure was complete, I added subdivision and bevel modifiers to curve out the corners and to make it look smooth.

3. Colouring

Fig 1.5 Trying out colours in Blender

After figuring out the colours I tried playing around with the lighting and added light from 2 sources with different colours.

Fig 1.6 Before Feedback Primitive Blender

Fig 1.7 Wireframe of Primitive Blender

Fig 1.8 After Feedback Final Submission for Primitive Blender

Exercise 2 — Cylindrical Modeling 
For this exercise we are required to make a composition from multiple objects such as plates, wine bottles, glasses, etc. We are to model the object using a primitive cylinder by utilizing modeling tools like Extrude, Bevel, Inset and Loop cut.

1. Sketch
Fig 2.1 Rough Sketch Idea

I first did a sketch to get a general idea of how the shapes looked like and how I would arrange the layout and the composition. 

2. 3D modeling in Blender

Fig 2.2 Sushi Plate

I started out with the sushi first using cylinders and played around with different aspects of the extrude tool. I had to make some of them shape by shape and put them together in order to add colour to the shapes separately. I used bevel to smooth them out and subdivision for the sushi to have the seaweed slightly curved in. I made a hole in the middle of the second layer so it has the effect of sinking in for the middle of the sushi.

Fig 2.3 Sake bottle

The sake bottle took a bit more time as I had to made sure the top of the bottle was curved out smoothly towards the cap of the bottle and I had to use loop cuts to curve them and smooth them out. 

Fig 2.4 Progress on Cylindrical Modeling

The saucer, tea pitcher and cup of matcha used extrude for its overall structure and inset to create a hole in the object. To curve it out and smooth it I used bevel.

Fig 2.5 Progress on Cylindrical Modeling

3. Colouring & Composition
I tried to balance out the colouring and tried not to have too many dark colours or white colours to have it balanced throughout the composition. I proceeded to adjust the camera and the angle of the composition and made it slightly above eye level to show depth and shadow to the objects. I angled the shadow in a way where you could see a rough silhouette of the objects to give it depth.

Fig 2.6 Final Submission for Cylindrical Modeling

Fig 2.6 Final Submission for Cylindrical Modeling With Different Lighting

Fig 2.6 Final Submission for Cylindrical Modeling With Wireframe


Exercise 3 — Modeling from Box Shape 
For this exercise we are to construct an object using primitive cube by utilizing modeling tools that we have learnt in class using box modeling techniques. We are allowed to combine the cube with other shapes such as cylinders, spheres, etc but the cube but the dominant shape must be a box.

Fig 3.1 Shape of vending machine

I started off by using a cube to create the basic shape of the vending machine and added loop cuts then slowly worked my way to add in the details of the vending machine. 

Fig 3.2 Details of vending machine

The details of the vending machine are made using loop cuts, extrude, bevel and the scale tool and are coloured separately.

Fig 3.3 Crates

The crates are made out of cubes which used loop cuts to make the gaps inbetween.

Fig 3.4 Final Exercise 3 Vending Machine 

Fig 3.5 Final Exercise 3 Vending Machine Wireframe

Exercise 4— Modeling Karambit 
For this exercise, we are required to model a karambit based off the given blueprint. 

Fig 4.1 The handle 

Fig 4.2 Progress of the handle of the karambit 

The handle was made mostly with the use of loopcuts and scaling according to the blueprint.

Fig 4.3 Blade of the karambit 

The blade of the karambit was also made by using the mirror modifier.

Fig 4.4 Final Karambit 

Fig 4.5 Karambit wireframe




FEEDBACK 

Week 3
General Feedback 
- Use shade smooth to make shapes look smoother
- Extend the base to make the composition more balanced
- Consider the overall composition and the focus of the layout

Specific Feedback
The lighting is too advanced as it utilizes viewport shading and eevee rendering thus needs to be downgraded but overall structure, composition and shape looks good.

Week 4
General Feedback 
- Ensure to not use eevee rendering 
- Make sure to create a balanced composition throughout the objects

Specific Feedback
Overall the structure of the objects look good and the layout, shadow and composition is good, the only thing that could be fixed is the spacing between the objects to be a bit tighter to make the composition less awkward.


REFLECTION 

Starting this module was a bit of an excitement for me so I have to admit that I got carried away sometimes trying out new tools or exploring foreign areas of the program before it was taught in class, but doing these exercises gave me a head start and the gist of the overall tools to make certain objects. I also got to try various methods to model as Mr Kamal mentioned that some people would prefer to subdivide then only start modeling the details and some people would do everything in low poly then only subdivide and work their way to adjust using loop cuts and I tried both methods n found the first one easier and quicker for me to follow. 

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