3D Modeling- Exercises
24.04.2024 - 24.07.2024 (Week 1- Week 14)
Low Li Vern/ 0362678
3D Modeling / Bachelor of Design (Honours) in Creative Media
Exercises
LECTURES
Week 1 :Editor: the area where the user edits the object
Outliner: Layers of the objects
Properties: Property option for objects
Timeline: Used to playback and keyframe animation
Shortcuts
1. Rotate view : middle mouse button, hold n drag
- make sure the z code is the one on the top
- x should be on the right n y should be behind x
- ctrl opt q to open the 4 window perspective angle thig n close it
- shift right click to any part of the screen where you wanna put the cursor
- drag cursor above multiple objects to select all
- shift d to duplicate
- x to delete
Transform Pivot Point
- individual origins is to rotate or transform separate objects but at the same time when selected multiple objects
- active element : can select one element as a pivot point to move other multiple objects that were selected
- 3D cursor : can be used as a pivot point positioned in the world origin
Using 3D cursor as a pivot point to mirror objects
1. 3D cursor
3. Duplicate object
2. Hover over object, mirror then choose
Object Hierarchy
- To parent object, select the object and press command P
- To unparent : select the object and click alt + P
- To set child under parent object, on outliner hold shift and click and drag to the parent object
Week 3 : CYLINDRICAL MODELING
Modeling Techniques
- Polygon
- Curved base modeling
- Sculpting (Advanced)
Polygon Components
- Vertex
- Edge
- Face
Polygon Modeling Tools
1. Inset
- Select face and press I then move mouse leftward
2. Extrude (to extend the shape)
- Select face
- Press E
3. Bevel (to curve out edges)
- select edge
- press command B
- move cursor rightward
Easier selection using "edge loop"
- To select edge loop : Shift Opt click at any edge
Modeling Wireframe
Low polygon > In object mode > Smooth modifier (cmnd 1/cmnd 2) > adjust sharpness/smoothness of the corner
Loop Cut
- Command R
- Drag lines to make inward folds look smoother when using the smooth modifier or to make an edge look sharper
Week 4 : MODELING WITH A BOX
To use mirror
- 3D cursor to world origin
- Select the object
- Click Shift D to duplicate and make sure the object is at the og position
- Click mirror X or Y
INSTRUCTIONS
EXERCISE 1: MODELING FROM PRIMITIVES OBJECTS
1. Think of any object such as train, snowman, robot etc. that can be simplified as a combination of primitive shapes.
2. Sketch your idea for inspiration.
3. Using Blender, model the objects using primitive objects such as Sphere, Cylinder, Cube, Cone, etc. Use transformation tools to manipulate the object and you may use modifier tools to deform the model.
4. Assign basic material to the objects. Using viewport shading technique using Workbench Render, set the final look to make it presentable by manipulating the light and shadow appearance. Compose the object within the camera for final output by adjusting the right angle and frame.
5. Set the output size as 720p (1280 x 720). Use Viewport Render Image to render the final image and save as png format.
For submission, render 2 images:
1. Final render solid without wireframe.
2. Final render solid with wireframe.
For other submission:
1. e-portfolio blogspot link (format *.doc)
2. Blender file
Ideation :
I decided to create a cute robot using Blender. I found some references on Pinterest and started working on the shapes in Blender.
Fig 1.1 Reference
Fig 1.1 Reference
Fig 1.1 Reference
#Progress
Final Outcome for Exercise 1:
Week 3 :
Bottle practice
EXERCISE 2: MODELING FROM CYLINDRICAL SHAPE
1. Think of any object made of cylindrical shape such as a plate, bottle, bowl, glass etc.
2. Make a composition from multiple different objects as in the example.
3. Get as much as references such as blueprint or images for selected objects.
4. Model the object using a primitive cylinder by utilising modeling tools like Extrude, Bevel, Inset and Loop Cut. Apply a smooth modifier and adjust the sharpness or smoothness of the corner using various techniques.
5. Use Viewport rendering in Blender for final output. Output size is 1280 x 720 with png format.
6. Upload the 2 final images (PNG) with and without wireframe.
7. Explanation on your e-portfolio and update the link on TIMES platform as submission.
8. Upload Blender file.
#Progress
Final Outcome of Exercise 2 :
Week 4: Cartoon Car
EXERCISE 3: MODELING FROM BOX SHAPE
1. Think of any object made of box shape such as an electronic device, vehicle, furniture etc. Keep it simple and interesting.
2. Get as much as references such as blueprint or images for selected objects. If you can’t find any reference, study the shapes and proportions for the pictures..
3. Model the object using a primitive Cube by utilising modeling tools that you have learned in class using box modeling techniques. You are allowed to combine with other shapes like cylinders, spheres etc but the dominant shape must be in a box.
5. Apply basic material and colour.
6. Use Viewport rendering in Blender for final output. Output size is 1280 x 720 with png format.
7. Upload the 2 final images (PNG) with and without wireframe.
8. Explanation on your e-portfolio and update the link on TIMES platform as submission.
9. Upload Blender file.
Reference :
For the first step I choose my reference from Pinterest, I decide to model a car and I found a car reference that I like the most.
EXERCISE 4: MODELING A KARAMBIT
1. Download the provided blueprint/ reference.
2. Use the image as reference for your modeling.
3. Model the karambit using organic modeling techniques and tools that you learnt (Boolean, Loop Cut, Knife, Symmetry)
4. Apply basic material and colour.
5. Use Viewport rendering in Blender for final output. Output size is 1280 x 720 with png format.
6. Upload the 2 final images (PNG) with and without wireframe.
7. Explanation on your e-portfolio and update the link on TIMES platform as submission.
8. Upload Blender file.
Reference :
FEEDBACK
Week 4 :
EXERCISE 3: MODELING FROM BOX SHAPE
Mr. Kamal also suggested that I enhance the lighting in my scene, as the shadows were too dark.
Week 6 :
EXERCISE 4: MODELING A KARAMBIT
I received feedback that the line of the knife in my model was not properly aligned and needed adjustment. Aligning this detail better improved the overall accuracy and aesthetics of the model.
REFLECTIONS
Over the 14 weeks of the 3D modeling class, I significantly improved my understanding and skills in 3D modeling. Initially, I grappled with mastering polygon tools and textures, facing challenges in character modeling that required patience and learning. This experience taught me the importance of adaptability and resourcefulness, as I had to adjust my approach based on the character’s design and style. My technical proficiency with Blender and various tools improved, especially in using features like the mirror tool and extrusion. Overall, the class provided a comprehensive exploration of 3D modeling, from basic techniques to advanced applications, and although challenging, it greatly enhanced my confidence and capabilities as a 3D artist.
THE END


































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