2. Modelling Techniques
In the digital modeling world is that no two artists
use the same techniques when creating a digital
model.
Even when the two modelers are working from the
same reference material,, they will often arrive at the
final model using a variety of different techniques.
As you learn more modelling techniques, you can
begin integrating them into your own modelling
process.
3. Primitive Modelling
Primitive modeling involves use of geometric
shapes like cylinders, cones, cubes and spheres for
the purpose of creating 3D models. This technique
is best used in architecture for creating hard surface
models (objects, furniture, building etc.)
-We will be using this technique in the week 3 and 4
tutorials.
4. Box Modelling
Box modeling is a polygonal modeling technique in which the artist starts with a geometric
primitive (cube, sphere, cylinder, etc.) and then refines its shape until the desired appearance
is achieved.
Box modelers often work in stages, starting with a low-resolution mesh, refining the shape,
and then sub-dividing the mesh to smooth out hard edges and add detail. The process of
subdividing and refining is repeated until the mesh contains enough polygonal detail to
properly convey the intended concept.
Often box modellers will also start with a simple shape, and extrude out the edges of it while
applying scale and rotation to create a more complex organic shape. Rather than subdividing
and refining the shape, they slowly built out the shape from edge loop to edge loop.
We will be using this technique in the organic modelling section of the course.
5.
6. Edge Modelling
In edge modeling, rather than starting with a primitive shape and
refining, the model is essentially built piece by piece by placing loops of
polygonal faces along prominent contours, and then filling any gaps
between them.
Maya has some advanced tool like the quad draw tool that makes Point
and Edge Modelling significantly easier.
We will be learning some edge modelling in the organic modelling
section of the course to retopologize complex models.
This technique can be efficient but you always run a higher risk of
creating non-manifold geometry or ngons if you are not careful (it is
easy to have loose vertices or edges with this technique)
7. Sculpting
In digital sculpting, meshes are created organically, using a tablet device to
mold and shape the model almost exactly like a sculptor would use rake
brushes on a real chunk of clay
Digital sculpting has taken character and creature modeling to a new level,
making the process faster, more efficient, and allowing artists to work with
high-resolution meshes containing millions of polygons
Digital sculpting is a disruptive technology in the sense that it's helped free
modelers from the painstaking constraints of topology and edge flow, and
allows them to intuitively create 3D models in a fashion very similar to
sculpting digital clay
8. Sculpting Disadvantages
While sculpting is by far the most intuitive and beginner friendly modelling
technique, there are a few disadvantages when compared to other techniques
like box modelling.
-It is great for organic shapes but not for hard surface modelling.
-to really use the sculpting tools properly you need to use very high polycount
models.
-The topology of the sculpt may not look the best when animating. Because of
this, you may need to retopologize your sculpts to make them more usable
further down the pipeline.
9. Nurbs Modelling
NURBS is a modeling technique used most heavily for automotive and
industrial modeling. In contrast to polygonal geometry, a NURBS mesh
has no faces, edges, or vertices. Instead, NURBS models are comprised
of smoothly interpreted surfaces, created by "lofting" a mesh between
two or more Bezier curves (also known as splines).
-NURBS modelling is usually less malleable than Polygon Modelling,
however some shapes are easier to do with NURBS. With Maya, we can
convert NURBS to polygons, so itâs advantageous to know the basics of
how to use them.
10. Procedural Modelling
The word procedural in computer graphics refers to anything generated
algorithmically, rather than being created manually by the hand of an artist.
In procedural modeling, scenes or objects are created based on user
definable rules or parameters.
Procedural modeling is often used for organic constructs like trees and
foliage, where there is almost infinite variation and complexity that would
be very time consuming (or impossible altogether) for an artist to capture
by hand.
In the near future, more modelling techniques will become procedural (ex.
textures)
11. Modelling with Textures
The simplest and most common types of Textures apply
either colour or light data to your render. But there is another
Textured called a Displacement map that will actually
physically change your 3D model.
Displacement maps can add a great amount of detail to a
lower polycount model.
Displacement maps are usually used in higher quality images
and animations, but the method is a bit too processor
intensive for video games, so they have their own methods to
replicate this look (bump/normal mapping)
12. Modelling with Dynamics
Most 3D software has built in physics simulators that
can reproduce complex effects such as Fluids, Cloth,
Collisions, Smoke, etc.
Using Dynamics to model can often create much more
accurate models in less time than traditional polygon
modelling techniques.
Where the use of Dynamics really becomes
advantageous is in Animation. (we will do some Dynamic
Simulations in Datt 2501)
13. 3D Scanning
3D scanners can analyze a real-world physical object and recreate it
in 3D software.
While this process can very accurately create a model in very little
time (and labour), there are some disadvantages to this process.
-dependant on the scanner, only objects of a certain size can be
scanned. Also some materials like glass and shiny metal may not
scan as accurately.
-the models created with 3D scanning are usually very high resolution
and a little messy, so they may need to be cleaned up or
retopologized using other modelling methods.
14. More Methods
Donât limit yourself to just a few modeling methods. Every professional
digital modeler I know gravitates to a particular method of modeling for
the majority of the meshes each is tasked with, but each modeler is quick
to use other methods when needed. The more techniques you become
proficient in, the more efficient you will become.
Use the technique that works for you.