3D modelling is all about representing an object, which could be a living thing or just a hypothetical environment in three dimensional values. 3D software, the mentor of this imaginary world allows modellers to create tangible and visible entities which can actually generate emotions in the minds of viewers. These articles actually hang out in space like real things. Objects created via 3D applications are typically a culmination of mathematical calculation.
3D modelling is based on two essential elements; the 3D software and the printing device. However, not all 3D modelling projects are converted into actual objects. Some of the geometric calculations are rendered within the computer for uses such animation or raw 2D images. The strength of 3D modelling lies in its exploitation of computer graphics (CG). Incidentally, environments, characters and elements created are fully controllable in nature. It simply means they can be rotated, moved, viewed from every conceivable angle from within the software window.
Modelling Through 3D software
3D models are made of several polygons. This could be four sided shapes called quad or three sided variant termed as Tris or triangles. A polygon consists on three basic elements. These are face, edge and vertices. However, it is the marriage of hundreds of polygons which creates intricate mesh or simply the shape of an object in a gaming environment or real life character. Many good modellers typically limit the use of polygons because of the ease of rendering them subsequently. While quads are the most popular building blocks of many modellers, there are other who incorporate quadrilaterals to shape the final composition.
As mentioned above polygons play an important role in giving shape to thoughts and ideas, and each of the quads or Tris has face, edge and vertices. So what are these elements and why are they so essential? Well, here is the answer.
A part of polygon and an essential feature of it. Each composition or object in 3D modelling is build with thousands of faces which are basically geometric shapes arranged in a particular order.
Edges typically mean the meeting of two adjacent polygons. This is what offers the mesh/shape a cohesive look.
Now vertices play a crucial role in manipulating the object contours. They are basically points of intersections, and created when several polygons merge together. These points can be dragged along x, y and z axis, synonymous with 3D modelling software. The final shape of the mesh, typically created by hundreds of polygons will depend on the manipulation of these vertices.
Although 3D modelling may sound complex it is easy to master provided the right approach is adopted. However, one needs to follow certain fundamental rules. This is especially applicable to beginners who are in a rush to create their virtual world. Mentioned below are some of the common mistakes that beginners should avoid.
Many beginner modellers lack experience and therefore it becomes difficult for them to conceptualise an imaginary character or environment, unless the project is based on the compilation of 2D images. Even then a certain amount of formulation is required. There is an old proverb which says “He who is well prepared has half won the battle”. The same adage applies to 3D modellers. It is here that many of them falter and discard the project half way.
It is really not very difficult to overcome this deficiency or insufficiency. Simply carry a grid paper. Draw and redraw various imaginary objects, characters. Create dummy projects to get the hang of things. Projects such as animated cartoon film or a complex game may not look so intimidating once everything is conceptualised and planned.
Reckless Use Of Polygons
One of the major worries or stumble block for many beginners is the use of various components of 3D modelling software in the most efficient way. It simply means keeping the number of polygons to the bare minimum and at the same time achieving the desired result in its full glory. To cut the long story short modellers need to build their characters and objects keeping the poly count at a healthy figure.
However, it is easier said than done. Most newbie’s get lost in the maze of polygons halfway through their project. The end result is devastating because of the formation of hundreds and thousands of polygons.
Creating the right resolution, the mesh design or as calculated in terms of spacing between the vertices is crucial for the final composition. Representation could go awry in case the resolution is too tight and unusually spaced out. Clearly demarcated points will offer better manipulation of the shape and unimaginative demarcated ones will often lead to poorly defined mesh.
Therefore the idea is to set impeccable spacing between various vertices and thereby improve the overall resolution. Multi-resolution approach is yet another basic or fundamental modelling rule which many beginners shun away from. This typically means variations in spacing within an object. This allows modellers to create objects which appear life like. It usually happens while modelling action heroes for games where different parts of the body demand different clarity and focus.
Building shapes through polygon grouping is one thing and making it appear live and solid object is quite another. So how do you achieve that? The answer is shading. Now many beginners have a tough time manipulating different types of undertones and the changes which occur naturally when the same object appears or passes through a different lighting environment.
Secondly, modellers also find it difficult to envision object shading, other elements and therefore lose focus or simply ignore the rusty outcome. This is a big mistake. Without proper shading and that too under different settings may take away the life out of an object.
Just like shading even textures play an important role in the final outcome of the planned object or character. This is especially true while creating replicates of popular action heroes. The texture of props and environment is also crucial. Once again newbie modellers typically tend to ignore the repercussions of improper texture.