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3D Modeling
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Introduction Modeling Types Math models, sure Polygon is king NURBS
Actually, convex polygons Triangle meshes are all that matter NURBS Subdivision Surfaces
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Polygons' Strengths Very straightforward Easy to troubleshoot/modify
Supported by all 3D game engines Triangles, baby Lots of little triangles
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Polygonal Weaknesses Painful, manual, labor intensive Faceting
Tool$, w/ steep learning curves Faceting Rough around the edges Fixed Resolution (?!) Unless level of detail models are created
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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
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Modeling A Character: Reference
Posed and turnaround sketches of a character
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extrude v.tr. v.intr. In our case, to add “3D-ness”
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
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Modeling: Some Primitive Operations
Insert/attach a “box” Split boxes Stretch/edit vertices
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Modeling A Character: Start With A Box
Begin with a box Cut it in half Approximate the torso shape
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Modeling A Character: Extrude Torso And Neck
Extrude the box several times Adjust to simulate a rough torso Do the same for the neck
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Modeling A Character: Extrude The Head
Extrude from the neck Extrude the head volume Edit into a roughed out head
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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
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Modeling A Character: Create Rough Hands
Extrude a few times for basic hand volume Cut and extrude the thumb volume
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Modeling A Character: Time For Legs
Create only one of the legs Extrude and edit Extrude feet forward from stump
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Modeling A Character: Mirror Her
Delete half of the model Mirror the other side Attach and weld the seam
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Modeling A Character: Proportions Match
Bring the turnaround sketches into the viewport on a textured plane Manipulate until the model matches up
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Modeling A Character: Begin Adding Detail
Add a few more segments to support more curvature for the legs
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Modeling A Character: Cuffs
A simple extrude to create the cuffs of the pants
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Modeling A Character: Gimme A Hand
A series showing the buildup of the hand
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Modeling A Character: Gimme Another Hand
A series showing the buildup of the hand, from underneath
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Modeling A Character: More Arm Please
Cut in more detail for the arm, and manipulate for better form and curvature
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Modeling A Character: The Chest
More detail is cut into the chest to support the necessary volumes
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Modeling A Character: The back
Add polygons for the back, and the bevel of the shirt
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Modeling A Character: The Face, Head And Hair
A sequence showing the buildup of the head, face and hair
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Modeling A Character: Done
The completed model in wireframe and shaded Images courtesy of WildTangent, modeled by David Johnson.
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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.
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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.
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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
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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.
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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.
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Case Studies: Environment Modeling
An environment model showing stages: Modeling Vertex Lighting In game with textures and effects Images courtesy of WildTangent.
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