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
- Rotate view: MMB
- Pan/ Track view: [Shift] + MMB
- Zoom: [CTRL] + MMB
- 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)
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| Fig 1.1: Splitting tabs |
- 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).
- Change Options > Transform > Origins ☑️
- Then move/rotate pivot point along axis.
- Uncheck 'Origins' after moving.
- To reset: Select object; 3D viewport menu > Object > Set Origin > Origin to Geometry
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| Fig 1.4: To reset origin |
Transform Orientation
Adding + Deleting Objects
Note: You can add more components to primitive objects through initial settings when you first create it/add mesh.
Symmetrical cylinder, minimum number of faces, 8. To increase density, +4.
Week 4: Box Modeling
Bevel Edge
Texturing
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
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- 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
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:
- Side bar 'N' > View > Quad View > untick Lock Rotation
- Mouse over to any quad view
- Press [ctrl] + [alt] + Q
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| 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)
- 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
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| Fig: Light direction and shadow strength |
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| 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
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| 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
- Vertex
- Edge
- Face
- 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)
- 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
- 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
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.
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| 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)
- Smoothens sharp corner (makes rounded corner)
- Edit Mode: Edge > Bevel Edges (Ctrl + B)
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
- Extending a region from a face (shortcut E + move up)
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| Fig: Extrude Region in Action |
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| Fig: Making bottle and plates |
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| 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.
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| Fig: Using knife tool to change polygonal face to quad or triangle |
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| Fig: Add Image Editor to view reference image |
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| Fig: File-saving convention (multiple copies) |
In-Class Exercise
Making the tire: use dissolve edge or scale back to even out
Using Mirror to construct object symmetrically
Loop-cut object in half, delete and then use mirror
Minimum Segments to add to Torus for symmetry
- Major Segments: 8 (add +4 to increase)
- Minor Segments: 6
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| 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
- 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
- Union: no intersected object
- Intersection:
- 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
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
- Workbench
- Eevee: Built for speed & quality (Realtime) RTX GPu
- Cycle: Realistic (may lag): at least i5
- 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:
- Shader Editor on new panel
- Add > Brick Texture
- Preferences > Add Ons > Node Wrangler
- CTRL + T
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Lighting
Types:
1. Point: For lamps, lights
2. Sun: Exterior
3. Spot
4. Area: Like studio light
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| Fig: Lighting Object Data Properties |
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| Fig: Split View (left: Camera View + Render, right: Perspective view, Solid viewport) |
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| Fig: Adding multiple lights |
Week 7: UV Unwrap & Texturing
Polygon Components
- Vertex
- Edge
- Face
- Normal
- UV
- just like vertex
- only visible in UV editor
Opening UV Editor
- Switch Blender workspace - UV Editing
- 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)
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| Fig: Class Notes |
- 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
- Edit mode > Shift-click all faces to view
- 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
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| 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.
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.
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)
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| Fig: Creating the watering can |
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| 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.
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.
FINAL OUTCOME:
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Fig: Final Outcome [PNG]
Fig: Final Outcome with wireframe [PNG]
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Exercise 2: Cylindrical Modeling
1. INSTRUCTIONS
2. 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.
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.
FINAL OUTCOME:
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| Fig: Ex 2 Final Outcome - (22.05.24) |
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| Fig: Ex 2 Final Outcome [wireframe] - (22.05.24) |
Exercise 3: Box Modeling
1. INSTRUCTIONS
2. PROCESS
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Feedback
EX 4:
Fix wireframe
Reflection
Experience
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Observation
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Findings
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