3D Modeling A to Z - What is it? How it is Done? Different Techniques Involved

In this informative article we shall consider what the 3D modeling is all about. We will see the subject generally speaking, and then dig into the details and inspect the different techniques employed in the modeling process.

Concepts:

When you have seen a sculpture ever in your life, you know quite a little about 3D Modeling. 3D Modeling is only the creation of a figure or a style having three dimensions (as in real world) utilizing the techniques and tools provided by a computer software. The application we use with the objective will be a 3D Modeling and animation tool like 3DS Max, Maya, SoftImage etc. The tool provides some tools a 3D artist may use to sculpt or model, an item in his imagination, right into a 3d computer representation. This 3D model may be altered, animated or rendered right into a movie in accordance to the artists need. This is exactly what 3D modeling is, when we look it from a wide top view.

Lets dig somewhat deeper:

Every 3D Model in computer representation comprises polygons Kelly Stables. The polygons could have three or even more vertices and such hundreds or thousands or even countless polygons may comprise a 3D Model. So is it like, a 3D artist draws each and every polygon as a result? Fortunately, no! Here comes the softwares like 3DS Max and Maya to your rescue. These 3d modeling packages supply a wide selection of modeling tools that the artist may use for creating a polygonal model. The artist will most likely draw the outlines that define the models shape in three dimensions, and the software will tesselate that right into a polygonal mesh. All that the artist has to accomplish is define the 3 dimensional profile of the smoothness he's in his imagination. There are numerous modeling techniques which are widely used. Lets undergo them one by one:

· Primitive Modeling: This can be a very basic modeling technique and hence has several draw backs too. The application tool like 3DS Max, Maya etc provides some 3D primitives like spheres, boxes etc. The artist alters these shapes to accommodate his/her character modeling needs, using lattices, deformers etc. For example, a human head may be modeled having an altered sphere, a neck having an altered cylinder etc. This modeling technique is more suited to building objects like houses, furniture etc rather than, for live organic modeling, considering that the shapes appear distinct and the blend of various body parts will not be seamless.

· NURBS Modeling: NURBS represents Non Uniform Rational Bspline. Dont get scared by the name. In the nutshell, it is only a mathematical curve, represented using some equations. If we see this modeling technique from an external view, all we see is some simple curves that people call NURBS. The way the 3d tool implemented it we dont need to care much (too much mathematics). These curves are extremely flexible and have control points in it which we can use to improve its shape.

Suppose you want to model a human head using NURBS modeling, you'll start having an outline shape and then draw numerous curves extending in one side of the profile shape to another end, separated by spaces. These curves define the design of the figure. These NURBS curves may be joined to make a 3D NURBS surface. The NURBS modeling has its advantages and disadvantages. It's an easy to model approach, considering that the NURBS curves are an easy task to manipulate. But this modeling technique has very limited extensibility. Suppose you want to add an additional limb to your alien creature after the modeling is complete, it will become extremely difficult, if you select NURBS modeling.

· Surface Modeling: This can be a widely adopted modeling technique used primarily for organic modeling. In this modeling technique, the 3D artist creates a spline cage profile for the 3D character. The splines intersect between one another, creating a completely closed profile of the smoothness, unlike the NURBS technique. Once the spline cage is complete, the 3D artist can apply an area modifier on this spline cage, which creates a 3D filling surface from the 2D splines. This approach has the benefit that it could be extended to adapt to varied requirements, during any stage of the modeling process. This offers plenty of flexibility to the artist. This technique can be used widely in 3D animation softwares like 3DS Max.

· Polygonal Modeling: This is one of the extremely few modeling techniques that may be used for various modeling scenarios. This modeling technique can be used both in organic and inorganic modeling. The basic principle behind this modeling technique is really as follows. The 3D artist draws the design of the model he wants to produce utilizing the polygon tool. Then a polygon can get subdivided and extruded, so the model gets the 3D form. This technique of subdividing and extruding continues before the whole model is completed. In this modeling technique the artist actually creates a polygonal mesh himself. But this polygonal model can have the minimal number of polygons only, and it is going to be not even close to a clean and perfect figure. Next stage, the artist would apply a smoothing modifier on this polygon model, which converts the model into a realistic and smooth looking character.

· Sub-division Modeling: This can be a hybrid modeling technique, which inherits the merits of both NURBS modeling and Polygonal Modeling. Additionally it offers a host of other enhancements. In sub-divisional modeling, the artist usually starts with a polygonal model itself. The polygonal model that has been already created is converted into a sub-divisional model. The sub-divisional model has control points and lattices that can be pulled and moved, to improve the first polygonal model that lies beneath. This modeling technique also permits the artist to pick the degree of refinement to be achieved in a certain area. Hence those areas requiring higher detail may be assigned with an increase of control points and higher no: of vertices, whereas another areas will remain with a foundation vertex density. This gives significant performance boost.

Conclusion:

The above discussed modeling techniques are used by the 3d artist to make a model that he has in his imagination. The model obtained through these modeling techniques is going to be influenced by that specific modeling technique. This kind of model is converted into a natural polygonal mesh and is rigged and animated based on the requirements. Through the stage called rendering, the scene which contains many such polygonal models, gets changed into a two dimensional image or perhaps a movie by the 3D animation softwares rendering engine.

Weergaven: 2

Opmerking

Je moet lid zijn van Beter HBO om reacties te kunnen toevoegen!

Wordt lid van Beter HBO

© 2024   Gemaakt door Beter HBO.   Verzorgd door

Banners  |  Een probleem rapporteren?  |  Algemene voorwaarden