3d introductorypart 3/14

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    3D IntroductoryPart 3/14

    A series of lectures created for students at candidate level at the IT-University of Copenhagen by RickardStampe Sderstrm 2011. [email protected]. All material in this lecture is copyrighted to the autorsand creators of the pictures and films. And the lecture is copyrighted to Rickard Stampe Sderstrm. You mayfreely use it as a presentation but not printing it in a digital or analog form.

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    Modelling

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    EdgeThe line

    between twoedges

    VertexOne position in the 3Dcoordinate system

    FaceIs defined by three ormore vertexes. Can bemoved, rotates, and

    scaled

    NormalIndicate thedirectionof the faceUV coordinates2D coordinates on the model,

    used for texturing

    A POLYGON MODEL

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    Polygon modeling

    (greek polygon = many edges)- The most commonly used.- Make the "shell" of a form.- Making a lowres proxy form then smoothing it to highres

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    Make a low resmodel first thenmake it highres.

    Model with a halfproxy model

    Polygon modeling

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    SubDivision Surfaces / Modelling

    - An advance Polygon division technique (tessellation)- Invited by Ed Catmull and Jim Clark- A way of smoothing the form in levels of "divisions"- Used in highend production using Pixars Renderman- Maya can model in SubD mode- Commonly used in Sculpting programs like ZBrush / Mudbox

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    Top illustration: Romainbehar / Wikipedia CommonsBottom illustration: Mns Larsson

    SubD MODELS

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    NURBS Modelling

    - NURBS surfaces (NON RATIONAL B-SPLINE)- Used in CAD / CAM mostly.- Modelling using with Curves and Surfaces- Not a common modelling technique anymore- NURBS can be converted to Polygons.

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    U-value = 1

    U-value = 0

    The point define the formof the curve

    The endpoint of a span(curves are made fromspans)

    A square indicates the start

    of the curve

    Connecting the CV pointswith a straight line forediting them in a effectiveway.

    A point on the curvedefining a curve value in U.

    Connecting the CV pointswith a straight line forediting them in a effectiveway.

    A surface definedby four isoparms.

    The point define the formof the curve

    A curve defining the formof the surface (defined by

    CV points)

    U-value = 1

    U-value = 0

    V-value = 1

    A NURBS Surface

    A NURBS Curve

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    4 WAYS OF CREATING A GOLF PIN!

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    4 modelling techniques for a golf pin

    - 1) Modeling from aprimitive- Create a PrimitiveNURBS or POLYGON andshape it to the form of agolf pin.

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    4 modelling techniques for a golf pin

    - 2) Modeling from NURBSCURVES- Create a profilecurve ofthe golf pin and "Revolve"it to create a surface- Try altering the curve

    afterwards and see how"history" in Maya works- Delete History.- Now alter it.

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    4 modelling techniques for a golf pin

    - 3) Modeling withPolygons- Using Extrude and

    transforms you form thegolfpin- Try smoothing it!

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    4 modelling techniques for a golf pin

    - 4) Modeling with Booleanoperations- Using 3 Polygons

    Spheres and edge loops.

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    Topology

    - Making polygons work in texturing, animation and rendering =QUADS. (Exceptions ?)- Follow the natural flow of the surface.- Illegal polygon structures (n-sides, t-shape,butterfly, opposite normal directions, height difference in vertex)

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    Smoothing the polygons

    - Using more edges for sharper edges in the topology.

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    Modelling the Fiat

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    Reference material for modelling

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    Refrence material for modelling

    - Cut intoseparate images- Import pics in Maya

    by "importing Imageplanes" in panels- Make a 3D-sketchwith ex NURBS

    curves.

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    First steps of modelling the car

    - Place a primitiveplane- Extrude planes

    edges andmanipulate individualvertexes in3D space.- Pick a place tostart.

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    S thi P ith

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    Smoothing Process withpolygons- Add edge loops where you wantthe curvature sharp.

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    Making a Character

    Start up project

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    Start up project

    - Make a project- Set project- Import reference- Start modelling from a plane orcube.- Watch tutorials and follow themoves matching it to your reference.

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    Tutorial to continue with:http://www.3dtotal.com/tutorial/maya/video_stylized_character_head_modeli

    ng/stylized_character_modeling_video_01.php

    http://www.cgarena.com/freestuff/tutorials/harshvideos/tut1.html

    END OF PART 3

    Face modeling

    Whole Body

    http://www.3dtotal.com/tutorial/maya/video_stylized_character_head_modeling/stylized_character_modeling_video_01.phphttp://www.3dtotal.com/tutorial/maya/video_stylized_character_head_modeling/stylized_character_modeling_video_01.phphttp://www.cgarena.com/freestuff/tutorials/harshvideos/tut1.htmlhttp://www.cgarena.com/freestuff/tutorials/harshvideos/tut1.htmlhttp://www.3dtotal.com/tutorial/maya/video_stylized_character_head_modeling/stylized_character_modeling_video_01.phphttp://www.3dtotal.com/tutorial/maya/video_stylized_character_head_modeling/stylized_character_modeling_video_01.php