A 3d object is a representation of a real or inanimate object defined via location,rotation and scale.
Stylistic and Photo realistic
Stylistic modelling is to show a style or emotion.
Models are created to play on human ability to correlate model with real life objects. They fake reality just lie drama/film.
photorealism is useful in medical and architecture, also film and game.
this is a good time to start off with 3d modelling.
3d modelling is addictive.
PRACTICE and LEARN new ways.
First copy others and get enough experience to develop a style of your own.
editors:3d view port,outliner,properties editor,timeline,info editor
layouts: 3d view full, animation, compositing, Gamelogic, motion tracking, scripting, UV editing, Video editing
origin.
x- horizontal, Y>>depth, Z> height
ways of working ..Split screen to multiple views or a single view and alter between the views using shortcuts.
3d objects
Primitives: cube, sphere, cone, plain, circle, monkey head.
Curves: road,wire
Metaball: jelly, organic models.
Test
Camera: point and render..or animated for a 360 degree view.
Light
vertex(point),edge(line),face(area/polygon)
vertex is control point
operations: TRS,Extrude, Loops & Loop Cuts, Suplication, Join/Merge & Separate,Delete.
Subdivision Surface- subsurf, mirror,bevel,lattice, screw or lathe
Modelling methods
Topology is the organization of vertices,edges and faces in the model.
Box modelling usually used for architecture/hard surfaces.
Sculpt modeling uses dynamic topology to autogenerate the vertices, edges, faces as needed.
Polygon modeling is complex and suitable for building complex models.
Curve modeling.
3d scanning. (may not create the best topology)
Hard surface modelling
Start with a cube. Extrude and shape until the desired form is rached.
Use loopcuts to further shape. Add subsurf modifier to smooth everything.
Organic Modelling
Have life and modified by physics and curvy. ex: human, tree
3d scanning or Sculpt modelling is popularly used for organic modelling but it creates a bad topology and hence needs retopology.
Accuracy of proportions is important while modelling humans becos people are so used to watching humans, that slight deviation is immediately noticeable.
Sculpting using drawing tablets make life easier.
Draw front,backside and top views of your character.
Blender has Skin modifier to get body shape quickly.
Add eyes/teeth using box /polygon modelling methods.
Organic models should deform well at joints to animate easily.
In Retopology a new mesh is created, on top of the sculpted one and stick vertices on top of it and then join the vertices to creates the faces.
The sculpted version of the model is baked into a displacement map.
Place the displacement over the retopologized model and "bake to normal map" that fakes the bumps and jumps.
Low poly model with normal map applied is good as a hig poly model.
Rigging the character and testing the deformations will verify that the topology is good.
To add clothes , duplicate the rigged body and puff it a little and then add the cloth properties/wrinkles.
Sculpt the cloth and add wrinkles to avoid the uncanny valley CGI look on the models.
Next texture and shade the character.
To create hair go to particle settings.and create strands to represent hair. Then comb the hair applies it on the character.
Good topology is important for a face for good animation.
A good topology has loops going roung the eyes, lips and the bridge of the nose.
In terms of deformation, visualize performing navarasas and the vertices should not overlap but stretch and squash properly.
Try to have equal faces throughout the face.
Environment models
Can be hard surfaced like a house or organic like tree.
Google earth has a feature to export parts of our earth as 3d model.
Sketch out your environment. Block out environment in the tool.Box model each block.
Good Environments are needed for Films, Games and 360 degree VR.
Tree,Grass,Rocks can be created manually or using external plugins.
Getting individual components into the final environment File>Append> Append from Library>..
Polygons
Low poly can be used for hard surfaces and environments.
Low poly art saves runtime memory, storage and creates more stylistic art but they lack detail.
Convert high poly to low poly using Decimate modifier tool by settingthe % to decimate.
Games have high poly version for marketing and low poly versions inside the game play.
High poly models can be photorealistic if done right and also can be made to animate realistically.
Subdivision is one of the modelling tool to increase the poly count.
Texturing
Materials give color, look and feel, how light acts on it.
Texture artise specializes in creating the textures.
A good topology is a prerequisite for texture to be smooth.
Blender cycles has few types of materials/shaders. Shift +A in the Node editor.
Diffuse shader,
Glossy shader-makes object shiny/reflective, Glass shader,
Transparent shader
Translucent shader - allows light to penetrate through.
Subsurface scattering - good for skin, jelly , milk.
Velvet shader - cloth like
Mix shader - mixes 2 shaders.
Add shader - adds 2 shaders.
Procedural textures - computer generated and more stylistic and distribute the texture over the model.
Image texture - photo realistic and give more control on placement ex: tattoos.
UV maps are created for painting image textures-Different options exist that tell how to create 2d map: Project from View, Smart UV Project, Unwrap
Rendering is like taking snapshots of your 3d model by positioning camera at a vantage spot and hit render button.
Compositing adds extra effects to the renders, like instagram filters to photos.
Turntable animation of a 3d model is generally used for a demo reel.
showcase your models on forums.cgsociety.org, sketchfab.com, blenderartists.org/forum
sell your models on turbosquid.com, 3docean.net, blendermarket.com.
Making a fulltime job just by freelance 3d modelling is not feasible currently becos of the low pay rate.