3D Modelling / Exercises 1-4


28.04.24 - ? (Week 1 - Week ?)
Janaan Ahmed / 0353333
3D Modeling / Bachelor of Design (Hons) in Creative Media
Exercises

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Lectures

Week 1: Introduction + Blender UI

Topology, wireframe arrangement 
(1)wireframe quality is equally important as the (2)surface

Viewport
  1. Rotate view: MMB
  2. Pan/ Track view: [Shift] + MMB
  3. Zoom: [CTRL] + MMB
  4. View Axis (Z-up system): ↑Z+ ↙︎Y+ →X+ (perspective view) or click specific axis for orthographic view (all parallel/ no depth)
UI Customisation
  • Editor --> Outliner
  • Properties
  • Timeline
To split tab into 2 views, click and drag any corner of tab (+ sign with appear)

Fig 1.1: Splitting tabs

To join tabs, click top corner and drag towards any window you want to combine with

Fig 1.2: Joining tabs/editors

Select & Transform
- Select: Click object
- Move/translate: 
     – Move along a specific axis
     – White circle = free move
- Rotate
     – Rotate along a specific axis
     – White circle = free rotation
- Scale
     – Scale along a specific axis = non-uniform scaling
     – White circle = uniform scaling


Shortcuts
  • T: Toolbox
  • N: Properties
  • G: Move*
  • R: Rotate*
  • S: Scale*
  • ALT + G: Reset location
  • ALT + R: Reset rotation
  • ALT + S: Reset scale
**Note: specific axis (press x, y, or z), specific unit (type value, then left-click)

Pivot Point (Origin)
Pivot point = point for transformation
Default = object's centre

Example: Making a door swing (pivot point shifted to side).
  1. Change Options > Transform > Origins ☑️
  2. Then move/rotate pivot point along axis.
  3. Uncheck 'Origins' after moving.
  4. To reset: Select object; 3D viewport menu > Object > Set Origin > Origin to Geometry

Fig 1.3: Options for applying transform to pivot point

Fig 1.4: To reset origin 

Transform Orientation
Example: you rotate an object to 45°. 
To move or scale the object along the axes corresponding to its rotation.
  • Global: default axes
  • Local: along the object's axes
Fig 1.5: Transform Orientations tab

Adding + Deleting Objects
  • Objects can be selected by clicking it, or under the Outliner. 
  • Create collection and drag objects to group them. 
  • To duplicate a collection, R-click > Duplicate Collection

Fig 1.6: Adding objects

Shortcuts: 
  • [Shift] + A : Add object
  • [Shift] + D: Duplicate object
  • [Select] + X > Delete: Delete

Quad View
  • [ctrl] + [alt] + Q: Single View –> Quad View*
To maximise an orthographic/quad view:
  1. Side bar 'N' > View > Quad View > untick Lock Rotation
  2. Mouse over to any quad view
  3. Press [ctrl] + [alt] + Q
Fig 1.7: *Quad view (top, front, side, perspective)


To see through an object:
  • Wireframe: [Shift] + Z
  • Toggle X-Ray: [Alt] +  Z (Only in solid mode)
Fig 1.8: 'Opacity' settings
Parenting Objects
  • For one object to follow another's transformation, click > Object > Parent > Object (shortcut: CTRL + P) 
  • Note: The last object to be clicked acts as the 'parent'.
  • To break connection, shift + click and drag child outside parent 'folder'

Duplicate as an instanced group
  • [Shift] + A > Collection Instance > choose any collection to be an instanced collection
  • An empty is created to transform the collection. Transform it to manipulate the transformation


Week 2: Modifier based modeling

3D Cursor
  • [Shift] + R-click to move cursor
  • View coordinates of cursor by pressing 'n'
  • Temporary pivot point for object selection
  • Coordinates for new object creation: place cursor on object surface, [shift] + s --> 'cursor to selected', new object will be created on this surface
  • [Shift] + S --> 'Cursor to world origin' to reset position

Object Management
  • Create collection
  • R-click > Select All Objects, to move all of them as a group

Mirroring objects
  • Duplicate object [Shift] + D
  • Shift pivot point using 3D cursor: Transform > Pivot Point > 3D Cursor
  • Go to Object > Mirror > X Global
  • OR interactive mirror [CTRL] + M, then press x, y, or z (object must be in centre)
  • Make sure 3D cursor in required spot

Adding Modifiers
Things that affect outcome of object:
  • Order in which modifiers are arranged
  • Placement of pivot point

Basic Material
Adding colour: 
  • Select object
  • Properties Editor > Material Properties
  • Viewport Display > Colour
  • Material will be shared if duplicated from same object: delete material, and add new material. Rename and set colour
  • Created materials are stored: materials can be assigned to other object from existing dropdown

Posing
  • Change pivot point location (option > transform > pivot point)
  • Parent objects
  • Change to Local Axis
  • Move as desired

Viewport Shading (Solid)
  • Down Arrow Button
  • Turn on shadow and adjust
  • Lighting > Matcap
  • Background colour can be changed from Viewport
  • Change lighting in real time on Final Render Preview
Fig: Light direction and shadow strength

Fig: Changing bg colour

Fig: Changing lighting in real time

Modifier
  • To alter shape: Add Modifier > Simple Deform > Bend, Twist, Taper, Stretch
  • For Cylinder: Taper + Stretch is enough for now
  • To stack objects: use Array, then Simple Deform

Smoothing
  • Right-click > Shade Smooth
  • Can only apply to round shapes excluding cylinder (for now)
  • Cylinder: Shade Smooth > Object Data Properties > Normals > Auto Smooth > adjust values

Camera View
  • Camera icon
  • To navigate and change positioning: View > ☑️ Camera to View
  • To zoom, uncheck camera to view.
  • Unlock Camera View after finishing
  • Click Overlay (switch it off) to hide grids and cursors
  • To save: View > Viewport Render Image
  • Image > Save As... PNG (Color Depth: 16 Compression: 100)


Week 3: Cylindrical Modeling

Polygonal (Flat Surface: Low Poly & High Poly)
  • Game Industry (Polycount)
  • 3D Animation
  • Architectural
  • 3D VR, XR

NURBS Modeling (Bezier Curve-like)
  • Industrial Design
  • Software like Rhino, Maya

Fig: Difference between NURBS & Polygon (not as smooth) on Edit Mode

Note: You can add more components to primitive objects through initial settings when you first create it/add mesh.

Polygon Components
  1. Vertex
  2. Edge
  3. Face
  4. Normal (Surface Appearance)

Edit Mode
  • [TAB] to switch from Object Mode to Edit Mode
  • Vertex Select, Edge Select, Face Select (Surface)
  • [CTRL] + 1, 2, or 3 to switch between selection
  • To smoothen polygon: Normal or Modifier
  • Polygonal faces: Quad,Triangle, N-Gon
  • To delete edge: select edge > click X > Dissolve Edge
  • Select an edge loop: Alt + L-Click
Modeling Workflow
Low Polygon –> Smooth Modifier –> Adjust sharpness/smoothness of corners

Smoothing Polygon
  • ON OBJECT MODE: Add Modifier > Subdivision Surface (shortcut: [CTRL] + 1 or 2) Note: 1 refers to level 1 subdivision. Do not exceed 2
  • [CTRL] + 0 to unsmooth
  • Then R-Click > Shade Smooth (and Shade Flat)
Fig: Subdivision Surface Modifier > Levels Viewport: 1/2

  • Sharpen edge > Edge Select (CTRL + 2) > Item > Crease 
  • Red indicates crease effect
  • Shade smooth might weird so go to Object Data Properties > Normals > Auto Smooth
Fig: Apply crease on edge


Normals
  • To view normal, go to Edit Mode> Overlay drop-down > Normals > click 3rd slot
  • Blue 'needles' indicate normals
  • Normals need to be in the right direction for the face to be visible once rendered
  • To flip normals, Mesh > Normals > Flip
Fig: How to view Normals

Fig: View face orientation in Object Mode (blue= outward, red= inward)


Adding Reference Image
  • Go to Add > Image > Reference
  • To avoid tilted image, add in maximised front orthographic (alt + Q)
  • To change opacity, click image: Object Data Properties > Opacity
  • To 'lock' image, disable Selectable in Outliner.
Fig: Disabling Selection of reference image

Fig: Disabling Selection of reference image (cont.)

Fig: File naming convention

Symmetrical cylinder, minimum number of faces, 8. To increase density, +4.

POLYGON MODELLING TOOLS:

Inset Face
  • Subdivision on same face
  • Inset face can help support appearance of base of object when smoothened
  • To edit position of inset, Edge Select, ALT + L double click
  • To inset faces: Edit Mode > Faces > Inset Face (shortcut= I)
Fig: Inset Faces

Bevel
  • Smoothens sharp corner (makes rounded corner)
  • Edit Mode: Edge > Bevel Edges (Ctrl + B)
Fig: Bevel Edge

Fig: Bevel Edge applied on Cube

Loop Cut
  • Create wireframe/subdivisions along mesh 
  • Edit Mode > Edge Select > Loop cut (Ctrl + R): MMB Scroll to increase loops
  • Mouse over position, then L-Click and slide over mesh
Fig: Loopcut

Extrude
  • Extending a region from a face (shortcut E + move up)

Fig: Extrude Region (more options)

Fig: Extrude Region in Action 

Fig: Making bottle and plates

Fig: Practical Outcome


Week 4: Box Modeling

Note: Analyse the proportion and relative height and widths of reference object.

Box Modeling
  • Use same principle used in cylindrical modelling. 
  • Use fill tool to add face to edges.

Fig: Using knife tool to change polygonal face to quad or triangle

Fig: Add Image Editor to view reference image

Fig: File-saving convention (multiple copies)

In-Class Exercise
Making the tire: use dissolve edge or scale back to even out

Fig: Making the wheel

Fig: Loopcut

Fig: Turning wireframe on 

Using Mirror to construct object symmetrically
Loop-cut object in half, delete and then use mirror 

Fig: Major + Minor segment numbers

Minimum Segments to add to Torus for symmetry
  • Major Segments: 8 (add +4 to increase)
  • Minor Segments: 6
Fig: Creating rounded section


Fig: All faces are selectable in wireframe mode
  • Select all faces on one side and delete. 
  • Ensure no gaps are there between the remaining half and center line
  • Select object and add modifier > Mirror > Axis: X
  • Edits made to one side will follow the other.
  • To apply mirror image, Mirror dropdown > Apply

Fig: Adding mirror modifier

Fig: Applying mirror

Bevel Edge

  • Select edge, Edge > Bevel Edge (CTRL + B)
  • Adjust width and shape
  • Will only detect quad surfaces!

Knife Tool
  • Used to restructure rebuild edge loop
  • To escape knife tool, click [esc], then move tool
  • To align front and back edges, use x-ray and use scale

Note:
  • Loop-cut cannot be applied on n-gons
  • Shortcut to connect vertex points: [ J ]
  • If loop-cut is uneven, switch pivot point to median point, then use scale to straighten the lines (trust your eye)


Week 5: Organic Modeling

Boolean
  1. Union: no intersected object
  2. Intersection: 
  3. Different

TYPES:

1. Modifier
  • Add Modifier > Boolean > Intersection/Union/Difference
  • Object >Viewport Display > Display as Wire/Bound (depending on personal preference)
Note: Ensure slight offset of objects in alignment otherwise clean up becomes a little difficult

2. Bool Tool
  • Select second object last (first object will disappear)
  • Auto Boolean > Applied directly
  • Brush Boolean > Can view and alter before applying

Eliminating N-Gon surfaces using knife & loop-cut tool
  • After using Boolean, it is important to 'clean up' your work for smoothing for a high-poly object
  • Use the knife or loop-cut tool on n-gon surfaces to create clean quad surfaces.
  • Use mirror 
  • Knife: Make sure you actually click on the vertex (consider using snap to vertex)
  • To merge vertices auto merge vertices
  • Circular parts: apply inset (try to avoid overlapping vertices)
  • For sharper corners > add more divisions knife + edge-loop
  • Finish off by applying shade smooth
fig: auto merge vertices




More general shortcuts:
  • [CMD] + L to select all
  • / to isolate or toggle local view

Combining objects
  • Select both objects: Join
  • Select faces then, bridge edge loop



TRY ON CAR EXERCISE FROM WEEK 4



Week 6: Look Development

Industry Workflow
1. Pre-Production
  • Concept Art
  • Model Sheet
  • Blueprint
2. Modeling department subdivided:
  • Character
  • Environmental
  • Prop
3. Look Department: 
  • Materials (physical property: glass, wood, rubber)
  • Texture (pattern or surface: wood texture, grain)
  • Lighting/ Render (Output on Blender: Eevee or Cycle)
  • Camera ( Frame, lens)
Camera
Click Outliner
Object data properties >
  • Focal Length (default: 50mm, human eye: 35mm)
  • Narrow lens: Distorted, Fish Eye, Extreme perspective
  • Wider lens: 
  • Lens unit: Millimeters or Field of View (Higher: Fish-eye lens Lower: telephoto lens)
  • S
  • Clip start: near plane, end: far end. (render only appears within range.)
  • Depth of Field (Make sure to ☑️ Depth of Field in solid viewport options)
  • Safe Areas
  • Composition Guide
Fig: Clip Start

Fig: Depth of Field (adjusting Aperture F-Stops)

Fig: Safe Areas
Rendering
  1. Workbench
  2. Eevee: Built for speed & quality (Realtime) RTX GPu
  3. Cycle: Realistic (may lag): at least i5
    1. Eliminate noise by keeping low sample. Max sample Based on RAM size. switch on denoise
Render is based on Scene World not Scene Lights


Note:
  • Split view into solid and render mode while working (render to view final output)
  • Remember to frequently SAVE FILE due to a bit of lagging
  • Material> Surface> Base Colour
  • Bloom: subtle pretty glowy highlights
  • Specular: reflectiveness of the object
Fig: Bloom Effect
Adding Brick Texture
- Shader Editor on new panel
- Add > Brick Texture
- Preferences > Add Ons > Node Wrangler
- CTRL + T
-




Lighting
Types:
1. Point: For lamps, lights
2. Sun: Exterior
3. Spot
4. Area: Like studio light


Fig: Lighting Object Data Properties

Fig: Split View (left: Camera View + Render, right: Perspective view, Solid viewport)


Fig: Adding multiple lights

Week 7: UV Unwrap & Texturing

Polygon Components
  1. Vertex
  2. Edge
  3. Face
  4. Normal
  5. UV
    • just like vertex
    • only visible in UV editor

Opening UV Editor
  1. Switch Blender workspace - UV Editing
  2. Or customised workspace: Editor Type > UV Editor

UV Editor
  • Viewport has 3 coordinates (x, y, z)
  • UV Editor has 2 coordinates (x, y)
  • In UV space, x and y coordinates are referred to as v, and u respectively 
    • i.e. x=u and y=v
  • Each vertex represents own space, therefore as a rule: AVOID OVERLAPPING UV IN UV EDITOR
  • UV Unwrapping: Breaking down 3D surface and arranging each surface on UV space (no overlapping)
  • Like unwrapping a box (box to flat paper)
Fig: Class Notes
Texturing
  • Painting or adding graphic: texturing/ texture painting
  • Before Texturing, output image according to size: 1024 or 2048
  • Sizes according to RAM 8G, 16G, 32G >>> 512, 1024, 2048
  • Import to Photoshop/other drawing software to paint
  • On Blender: Assign image on colour of material (RGB colour will be replaced by image)
How to Unwrap
  1. Edit mode > Shift-click all faces to view
  2. UV > Export UV Layout (Output: 1024)
Remove background UV layer when exporting image

How to assign image to colour
  • Cannot view on Solid mode
  • View on Render or Material Mode
  • Material> Base Colour > Image Texture (click small yellow button)
  • Open Image
Fig: Testing it out

For downloaded images, if resolution of image is too big and doesn't fit, to make it fit perfectly go to:
UV> Pack Islands


For objects that are not a cube:
  • UV only appears as cube. 
  • For objects that aren't a cube we have to make our own UV.
  • L-click > Project View (ideally in front orthographic view)
  • For two sides of same dimensions, click both and then UV wrap project view (front view of surface)

Faster Method to select all (rearrange on drawing software)
  • Mark seam edge top, bottom, one side
  • UV will not work first. have to transform> apply> scale
  • It appears vertically for some reason on UV space. Just rotate and scale down
  • Export UV Layout to use on drawing software

Note:
Mesh > Normal > Flip

Setting



    Instructions

    Exercise 1: Primitive Modeling

    INSTRUCTIONS

    1. IDEATION & SKETCHES
    This module makes me want to create cutesy stuff. During my first try at this module, I made a strawberry-themed character. So this time, I will be making a froggy friend for that character.

    Fig: Ideation sketches

    2. MODELING FROGGY
    After creating the overall base of the character using spheres, cylinders, and modified cubes, I began adding more details on one side of the character. I used simple deform modifiers to alter the form of the basic meshes, and used the mirror function to complete the other side of the character.

    Fig: Creating froggy

    3. MODELING OTHER ACCESSORIES
    I wanted to give other accessories to my character
    • watering can
    • hat
    • flower pot
    And so using a similar method as above, I first assembled a watering can using modified meshes (including tourus). The underside was hollow, so I put a cylinder to cover the base. The modifiers I used include simple deform, subdivision surface, and bevel (to round some edges) 

    Fig: Creating the watering can

    Fig: Creating the hat and flowering pot

    4. ADDING COLOUR 
    After adding modifiers and shifting pivot points/origin to get my desired forms, it was time to add colour and create a posing for froggy. My initial idea was an orange theme, but I opted for a more classic look instead.

    Fig: Adjusting pose and adding colour (viewport display)

    5. CREATING THE SCENE
    I move around the objects and create a little garden environment for the final shot. Using array I also created a stone pathway, and also a wooden ledge on the sides. Lastly I set the background colour, and adjusted lighting.

    Fig: Building the environment


    FINAL OUTCOME:

    Fig: Final Outcome [PNG] 

    Fig: Final Outcome with wireframe [PNG]


    Fig: **EXTRA FOR FUN- Combined work from previous (left) and current (right) sem

    Exercise 2: Cylindrical Modeling

    1. INSTRUCTIONS



    2. VISUAL REFERENCE

    dfdfdfdfdfdfd
    Fig: visual reference

    3. PROCESS

    I use edit mode on the primitive cylinder to get the proportions of each object right. By using bevel, loop-cut, and extend, I try to build the forms while trying to maintain minimal topology. I also add the solidify modifier to add thickness to the ceramics.

    Fig: Stage 1 building objects

    Fig: Stage 2 applying colour

    After applying colour, I made extra 'props' to complete the scene: a few berries, apples, table mat. Afterwards I arranged all the objects to create a visually pleasing composition.

    Fig: Stage 3 building props (apples & berries)

    FINAL OUTCOME:

    Fig: Ex 2 Final Outcome - (22.05.24)

    Fig: Ex 2 Final Outcome [wireframe] - (22.05.24)

    Exercise 3: Box Modeling

    1. INSTRUCTIONS


    2. PROCESS

    jhhjhjhjhj

    FINAL OUTCOME:

    Fig: Ex 3 Final Outcome- (28.05.24)

    Fig: Ex 3 Final Outcome [wireframe] - (28.05.24)



    Feedback

    EX 4:

    Fix wireframe

     

    Reflection

    Experience

    tba

    Observation

    tba

    Findings

    tba




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