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1 Images from 3D Creative Magazine 3D Modelling Systems

2 Contents Reference & Accuracy 3D Primitives Transforms Move (Translate) Rotate Scale Mirror Align 3D Booleans Deforms Bend Taper Skew Twist Squash & Stretch Radius Edges & Bevels Duplicating Geometry Copying & Instancing Arrays Lofting FFD Deformation Face Extrusion Displacement Mapping Subdivision Surface Modelling NURBS Surface Modifier (Patch) Modelling Metaballs Mesh Blending Reference

3 Reference And Accuracy Use of reference materials in design of 3D models help improve the quality of the end product. Reference materials can be from: Books Videos Photos. Choice of units & scale for modelling: Measurement Lighting Matching with real world data if required.

4 3D Primitives Primitives: The basic building blocks of 3D. Such basic primitive shapes can be altered with: Transforms Booleans Modifiers. Primitive resolution is definable when the object is created, particularly when modelling with polygons, and may be edited if the software used supports parametric modelling.

5 3D Primitives Best used in scene background, for Boolean operations or as a basis for transforms & modifiers to build more detailed objects. Common 3D Primitives: (a) Cube (b) Cylinder (c) Tube (d) Sphere (e) Torus (f) Cone

6 Transforms Transform: An operation that alters the position, size or orientation of an object. Types: Move (Translate), Rotate, Scale, Mirror, Align. Axis Locks or Constraints: Controls that affect the transform by allowing movement in one or more of X, Y or Z axis at a time. Pivot Point: A control that is used as the centre for a transform operation

7 Transforms: Move Move: Relocation of object to another position in 3D space. Done with mouse or by numeric entry. May be affected by current co-ordinate system & axis constraints only, unless Inverse Kinematics are in effect (see Animation Techniques presentation).

8 Transforms: Rotate Rotate: Turn an object around an axis. Need to know which axis to use, that is, X, Y or Z on the screen, or World or Local co-ordinates Axis rotation can have vastly different results. Rotation Effects: (a) The Base Object (b) Rotation Around The X Axis (c) Rotation around the Y axis (d) Rotation around the Z axis.

9 Transforms: Scale Scale: Adjust the overall size of an object. The end result varies with co-ordinate system, axis constraint settings and pivot point location. Scale Results: (a) The base object (b) Scaling the X axis (c) Scaling the Y axis (d) Scaling the Z axis (e) Scaling all axes at the same time.

10 Transforms: Mirror Mirror: Either reverses an object or copies a reversed version along a selected axis. The result also varies with co-ordinate system, axis constraint settings. Mirror Effects: (a) Object is selected and mirror axis defined (b) User elects to mirror copy object & second reversed version created.

11 Transforms: Align Align: Bringing object surfaces flush with each other, or to centre multiple objects along one or more axes.. It is a great way to line up objects without lots of zooming & repositioning. Can allow for alignment of any object, face, edge or vertex. Align Types: (a) Base objects, the small box will be aligned with larger box (b) Align centre on both X & Y axis (c) Align left on X axis (d) Align right on X axis plus align centre on Y axis.

12 3D Booleans 3D Booleans: Sculpting tools for cutting & drilling one form with another. Objects are called operands. Most common Boolean types are: Add: combines operands into one object Subtract: removes any of second operand that overlaps with first. Intersect: deletes any operand that isn t overlapping. Common 3D Booleans: (a) The operands, a cube and sphere (b) Add combines together (c) Subtract takes one from another (d) Intersect leaves only overlapping parts

13 Deforms Deforms: The altering of primitive shapes to create new objects. Types: Bend, Taper, Skew, Twist, Squash & Stretch. Deforms are also affected by co-ordinate systems, axis constraints & pivot points like transforms. They are critically dependent on the resolution of the original object. A reason parametric modelling systems should be used as they allow for adjusting object resolution to refine the deformation.

14 Deforms: Bend Bend: Distorts an object evenly around the selected axis. Often the last deformation on an object as the end result no longer conforms to an axis. Object Resolution And Bend Deformation: (a) Cylinder primitive with no deformation (b) Bend on a single step cylinder (c) Bend on a 3 step cylinder (d) Bend on a 10 step cylinder.

15 Deforms: Bend Axis Location And Bend Deformation: (a) The base object (b) 90 bend with pivot point at object base (c) 90 bend with pivot point at object centre.

16 Deforms: Taper Taper: Compresses and expands an object along the selected axis. The location of the pivot point is important. Pivot Point & Taper Deformation: (a) The base object (b-c) If pivot at one end of object that end unaffected (d) If pivot is centred in object both end affected in opposite ways.

17 Deforms: Skew Skew: Forces one side of an object in one direction along the selected axis and the other side in the opposite direction. Skew Effects: (a) Skewing on X axis (b) Skewing on Y axis (c) Skewing on Z axis

18 Deforms: Twist Twist: Winds an object around an axis. Requires the correct mesh resolution to be effective. Twist Deformation: Requires high mesh resolution to be effective.

19 Deforms: Squash & Stretch Squash & Stretch: Modified scale operations that treat an object as though it has volume. Squash & Stretch Deformation: (a) The base object (b) Squash makes object spread out around edges (c) Stretch makes object thinner in the middle.

20 Radius Edges & Bevels Bevel or Chamfer: Flat transitional plane at an angle, usually 45 degrees. Radius Edge or Corner: An arc as transitional plane Why?: Improves realism, increase visual appeal, provide illusion of greater resolution in model.

21 Duplicating Geometry Copying of objects & shapes in the modelling process. Can be done with commands such as copy or mirror OR in many programs by holding down SHIFT key when you move, rotate or scale an object. Can choose a Copy (Clone) option or Instance option.

22 Copying & Instancing Copy or Clone: Creating an identical duplicate of a selected object to become a new object. Instance: An apparent copy but actually the same object seen in different locations in 3D space. Instances are great for having multiple identical objects in a scene. Copying & Instancing: (a) The original object (b) Copy made by Move-copy or some other method (c) If a copy each object can be independently modifies (d) If an instance any modification to an object affect all others.

23 Arrays Array: A matrix or pattern of objects based on a selected object. May be either a series of copies or instances. Linear Array: A series of copies or instances in a line along a selected axis. Linear Array Examples: (a) A basic linear array (b) A linear array with rotation (c) A linear array with scaling.

24 Arrays Radial Array: A series of copies or instances rotated around a selected axis. Rotational Array Examples: (a) Object with pivot point offset along Y axis (b) X axis array (c) Y axis array (d) Z axis array.

25 Lofting Shape objects are created to serve as a path and any number of cross-sectional shapes. The path becomes the framework that holds the cross-sections forming the loft object. An up market form of extruding

26 FFD Deformation FFD (Free Form Deformation): Surrounding model geometry with a lattice box and using control points of the lattice to deform or change the geometry Useful for modelling rounded shapes such as chairs and sculpture and for altering the definition of objects. Using A FFD Modifier: Example showing a FFD modifier applied to simulate the open pages of a book on a table.

27 Face Extrusions Face Extrusion: Taking a selected face and extruding it out or in from current position. A low poly modelling technique often used in game design. Allows creation of extra surface details using existing faces. Creates an object that smoothly blends into a single form. Useful for building bevels & doing sweep like work on an existing object. Effects Of Face Extrusion: (a) Cylinder showing unmodified faces (b) A group of selected faces extruded out (c) The resulting object in shaded view.

28 Displacement Mapping Displacement Mapping: Using a displacement bitmap over a mesh to generate a shape. Useful for bas-relief (a style of sculpting where subject protrudes out of a background. Good for creating terrain models based on a grayscale map. Base object needs sufficient faces to make subtle curves and detail Displacement Mapping: (a) Grid object (b) Radial gradient bitmap used to determine displacement (c) Deformed grid after displacement.

29 Subdivision Surface Modelling A subdivision surface is a method of representing a smooth surface via the use of a coarser polygon mesh. The smooth surface can be calculated from the coarse mesh by subdividing each polygonal face into smaller faces that better approximates the smooth surface.

30 NURBS NURBS (Non-Uniform Rational B-Splines): Are mathematically generated curves and shapes especially suited to modelling objects with complex curved surfaces Non-Uniform: the extent of the control vertex s influence can vary Rational: equation that represents the curve or surface is expressed as a ratio B-spline (basis spline): a way to construct a curve that is interpolated between three or more points. Once understood are easy to interactively manipulate to create and edit curved surfaces.

31 NURBS Model Example NURBS representation of a detergent style bottle showing the completed bottle prior to texture mapping by Fernando Koyanagi. The complete texture mapped NURBS object by Fernando Koyanagi

32 Surface Modifier Modelling Surface Modifier Modelling: Generating a patch surface based on spline contour networks. Used to create complex or organic surfaces such as the fuselage of a plane or three dimensional characters. Surface Modifier Example: Create splines for model cross-section, apply cross-section and surface modifier to generate patch surface.

33 Surface Modifier Modelling Surface Modifier Example: Using reference image to manually create spline network. Surface Modifier Example: Firstly spline curves create the shape profile and other splines added & edited to complete shape.

34 Metaballs Metaballs: A form of modelling where model is built using spheres. Requires scaling & arranging of spheres to follow contours of object being created. Can be tedious in that spheres cannot be stretched, scaled etc. after creation. Metaballs Modelling: (a) Sphere like metaballs scaled & grouped together to make rough heart shape (b) Depending on software resulting metaballs object only seen after rendering.

35 Mesh Blending Mesh Blending: Modelling by smoothing or blending pieces of mesh together. Different to Metaballs in that objects don t have to be spheres. Not a method for animating models unless model is retopologised. Mesh Blending Example: (a) 3D primitives stretched & overlapped to rough out form (b) Resulting form blended together to form near seamless result.

36 Reference Source data & cover images from 3D Graphics & Animation by Mark Giambruno 3D Café 3DS MAX Help Files T Splines ( 3D Studio MAX help files.

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