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3D Modelling

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Using reference materials will improve the quality of your model. Build a ... Bevel or chamfer. Radius. Fillet. 3ds max v7. 3D Modelling. 17. Surface Modelling ... – PowerPoint PPT presentation

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Title: 3D Modelling


1
3D Modelling
  • Week 3
  • Advanced modelling

2
Aims of today
  • Discuss your presentation
  • Advanced modelling

3
Last week
  • Software
  • Modelling concepts
  • Polygon
  • Spline
  • Patch
  • Parametric
  • 3D parametric modelling
  • Primitives
  • Transformations
  • Aligning
  • Cloning
  • Modifying primitives
  • Boolean

4
Plan your model
  • Massing model?
  • Use a graphic or scan?
  • Set up your grid
  • Set up a file/folder system

5
Sketch or Storyboard
Adventure Gamers Dreamfall from sketch to 3D
model (2005)
6
Accuracy
  • Imagine a pen
  • How would you model it?
  • Now look at a real pen
  • Details make a big difference
  • Practice to be imperfect
  • Why?

7
References
  • Using reference materials will improve the
    quality of your model
  • Build a reference library
  • The object itself
  • Photographs
  • Drawings
  • Video

8
2D
  • One method of creating a complex 3D object
  • Convert the lines into 3D objects
  • Visualise and define cross-sections
  • Proper scale

9
2D to 3D - Extrusion
3ds max v7
10
2D to 3D - Lathing
  • Create a path
  • Choose an axis

3ds max v7
11
2D to 3D Sweep or Loft
  • Create a 2D shape
  • Create a path
  • Cap or close the ends?

3ds max v7
12
2D to 3D - Skin
  • Create a number of cross-sections
  • Skin them

3ds max v7
13
Activity
  • Draw a 2D shape and extrude it
  • Create another 2D shape and lath it
  • Create a 2D shape, a path and create a loft
  • Find out how to do a skin

14
File formats for modelling
  • Portable or universal file format
  • DXF .dxf
  • Drawing Interchange Format
  • Widely used in CAD (Computer Aided Design)
  • OBJ .obj
  • Computer animation an visual effects
  • Native
  • May be converted
  • 3ds max .max

15
Exporting/importing files
  • File conversion
  • 3D Studio (3DS)
  • Adobe Illustrator (AI)
  • ASC Scene Export (ASE)
  • AutoCAD (DWG)
  • AutoCAD (DXF)
  • Shockwave 3D
  • FiLMBOX (FBX)
  • Initial Graphics Exchange Standard (IGES)
  • Lightscape Material (ATR)
  • Lightscape Blocks (BLK)
  • Lightscape Parameter (DF)
  • Lightscape Layers (LAY)
  • Lightscape View (VW)
  • Lightscape Preparation File (LP)
  • Stereolithography (STL)
  • VRML97 (WRL)

16
Edges
  • Real objects rarely have a sharp edge
  • Bevel or chamfer
  • Radius
  • Fillet

3ds max v7
17
Surface Modelling
  • More free form than geometric (parametric)
    modelling.
  • A subdivision surface is a surface that has been
    divided into more faces while retaining the
    object's general shape
  • Subdivision adds more detail to an object, or to
    smooth it out
  • Use modifier stack to collapse a parametric
    model to some form of editable surface.

18
Why surface modelling?
  • Great flexibility in modelling
  • Game engines expect a mesh
  • Default model type
  • During rendering polygons are smoothed out
  • Meshes allow the optimisation of models
  • Reduce the number of faces
  • Low polygon modelling
  • Reduce rendering time
  • Key part of successful production

19
Mesh objects
  • Early versions of Max used triangles
  • All faces were coplanar
  • Good for the rendering engine
  • Over time rendering engines have been modified
  • Polygon modelling without subdivision
  • More efficient
  • Eliminated extra edges
  • More control over the polygon object

20
Meshes
  • Triangles
  • Vertex
  • Edge
  • Face
  • Polygons
  • Vertex
  • Edge
  • Border
  • Polygon
  • Element

3ds max v7
21
Mesh or poly - which to use?
  • History lesson
  • Initially Max only supported mesh objects
  • Subdividing the mesh into triangular faces
    ensured that all faces were coplanar
  • Guaranteed to render well
  • Over time rendering engines have been modified to
    handle polygons
  • Makes the model more efficient
  • Eliminates all the extra edges required to
    triangulate the mesh

Murdock K.L. (2005)
22
Tessellation
  • Subdivides the faces of the object into two or
    more
  • Polygons
  • or
  • Triangles

3ds max v7
23
Converting to editable objects
  • Use the Quad menu
  • Or
  • Right click the object in the Modifier Stack

3ds max v7
24
Editing a polygon model
  • Convert an object into a editable polygon
  • Removes all parametric controls, including the
    creation parameters
  • If a modifier has been applied to an object you
    need to use the Collapse All command first
  • Combines the stack operations
  • Cannot undo, save a backup file

25
Editable Mesh Surface
  • Polygon mesh

3ds max v7
26
Edit face
  • Faces provide the renderable surface of an
    object.

3ds max v7
27
Extrude
  • Soft selection
  • Extrude
  • Bevel

3ds max v7
28
Activity
  • Make a crown
  • Create a tube
  • Convert to an editable mesh
  • Extrude polygons

29
Soft selection
  • The Soft Selection controls allow you to
    partially select sub-objects in the vicinity of
    an explicit selection
  • This causes the explicit selection to behave as
    if surrounded by a "magnetic field"

3ds max v7
30
Working with vertices
  • Select one or more vertices
  • Magnetic of soft selection
  • Use for transforms of vertices
  • The program applies a spline curve deformation to
    unselected vertices surrounding the transformed
    selected sub-object
  • A magnet-like effect with a sphere of influence
    around the transformation

3ds max v7
31
Activity
  • Create a sphere
  • Convert to an editible polygon
  • Push and pull vertices to make a face
  • Not easy!

32
Edit Edge
  • An edge is a line, visible or invisible, forming
    the side of a face and connecting two vertices
  • Two faces can share a single edge

3ds max v7
33
Optimization
  • Simplifies a smooth model with a high number of
    faces
  • Does not greatly change the models appearance

3ds max v7
34
Building Organic Forms
  • Humans are really hard to do
  • Working with Meshes and Vertices
  • Skinning
  • Working with cross-sections
  • Can be provided by a scan
  • Magnetic Resonance (MR)
  • 3D laser
  • Metaballs or Blobby surfaces

35
Metaballs or Blobby surfaces
  • Build a form from various sized objects
  • Blend the surfaces together into a single mass

36
Terrains
  • Terrain objects can be created from contour line
    data
  • Editable splines are selected
  • a mesh surface created over the contours

3ds max v7
37
Low polygon modelling
  • What happens to a game if the polycount in a
    model is too high?
  • Too slow to play
  • May crash the system
  • Overlapping meshes or undeleted faces may affect
    the appearance
  • Planning of low polygon models is important

38
Spec-ing a low polygon model
  • File format
  • Number and type of polygons
  • Use of texture maps
  • Particular type?
  • Colour depth?
  • Specific size?
  • Transparency?
  • Examine any sample models

39
Poly counts
  • Total number of polygons that make up a given
    object
  • 3D engines have limits
  • Number they can move around in a given scene
  • Software has a Polygon Counter utility
  • You can set a budget fop elected objects
  • Unnecessary polygons can be removed
  • Use MultiRes
  • Polygons can be made to look softer
  • Use MeshSmooth

40
Level of Detail
  • Models are created in two or more levels of
    detail
  • Use high polygon model when the object is large
    in the scene
  • Swap for the low polygon version when zoomed out
  • Used in VRML or X3D

41
Billboard
  • Define a flat surface which is camera aligned
  • Apply a texture
  • Renders faster than if a 3D object is used

3ds max v7
42
Box models and textures
  • Simple way to add detail
  • Keeps model simple
  • Box with a texture added
  • More later with materials

3ds max v7
43
Low poly techniques
  • No new skills
  • Greater precision
  • Decisions on where to invest detail
  • Decisions on where to simplify

3ds max v7
44
Mesh structure
  • Several meshes are attached to make a single
    object
  • Either
  • Weld the meshes together to form one mesh
  • Or separate them by a fractional amount
  • Do not intersect meshes
  • Delete any hidden faces

45
Game engines
  • Real time 3D engines may use rendering which
    smoothes out your model
  • You may need to take special steps to avoid this
  • Detaching groups to make them sharp

46
Self assessment
  • What are the four types of modelling concepts
    used by modelling software?
  • What is the most useful for gaming?
  • Why is this used for gaming?
  • Why does it not work well for
  • Rendered views?
  • Organic shapes?
  • Discuss the four methods of converting 2D shapes
    to 3D
  • Give an example of each for constructing everyday
    objects

47
References
  • Adventure Gamers Dreamfall from sketch to 3D
    model http//www.adventuregamers.com/article/id,47
    7/p,2, accessed 23/09/2005 Giambruno M, (2002) 3D
    Graphics Animation, 2nd Edition, New Riders,
    ISBN 0-7357-1243-3
  • Kerlow I. V., (2003) The Art of 3-D Computer
    Animation and Effects , 3rd Edition, John Wiley
    Sons Inc ISBN 0471430366
  • Murdock K. L., 3ds max7 Bible, Wiley Publishing
    ISBN 0-7645-7971-1
  • Screen shots taken from 3ds max 7 User Reference
    and tutorials
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