3D Modeling: Exercises

28.08.2023 - 01.10.2023 / Week 1 - Week 5
Sylvia Lau / 0356130
Bachelor of Design (Hons) in Creative Media
3D Modeling / Exercises


INSTRUCTIONS


LECTURES

Week 1

In the first lesson, our lecturer briefed us with the module booklet about the tasks we would be doing for this semester. Besides, we also learned some essential tools in the application for 3D Modeling, which was Blender. 

He explained the axis, perspective, orthographic, and more to us to make sure that we understand how things work in Blender. We familiarized ourselves by using the shortcut keys and tools, for example, quad view, transform, rotate, and scale. By familiarizing ourselves with the operation, it would enable us to start our first exercise during the next class.

Basic Key Button:
  • middle mouse button --- rotate view
  • shift and middle mouse button ---track view
  • scroll the middle mouse button ---zoom
  • ctrl and click hold middle mouse button ---smooth zoom
  • control alt Q = quad view (perspective, left/right, top, front)
  • place the mouse where I wanted to view in bigger size, click ctrl alt Q (make sure to disable the lock rotation)
  • T ---tool bar
  • N ---side bar
  • left click --- select the object
  • left click at anywhere ---deselect the object
  • move tool (in the toolbar) ---transformation 
  • left click on the arrows to have a straight transform in XYZ axis, if not the arrow, it will be a free transform, the small rectangle between the arrows will allow them to transform in a specific axis.
  • shift D ---duplicate
  • R ---rotate
  • S ---scale
  • alt G/R/S ---reset the object to original

The shortcut key for transform:
1. one click G (grab) ---select object
2. move mouse
3. select axis (click any key XYZ)
4. insert the value ( the object will stay at the value)
5. left click to finish the transform

Scale:
  • the outer white circle ---increase size of the object
  • the blue line ---increase the height of the object
  • the red line ---increase the width of the object
  • the green line ---increase the length of the object


Week 2

In this week's lecture, our lecturer recapped the tools that were taught during the previous week and continued by introducing us to object management, mirror object, object hierarchy, modifier-based modeling, and render preview using workbench render.

Object Management:
- Rename individual object
- Group
- Hierarchy

  • alt Z ---X-ray (only in solid mode)
  • shift Z ---toggle between wireframe and solid

Mirror Object: (object that want to mirror must be symmetrical at all axis)
1. Pivot point
2. Use temporary Pivot Pint using 3D cursor
   - make sure 3D cursor at world origin
   - use transform pivot point as 3D cursor
   - duplicate object
   - select duplicate object ---ctrl M ---select axis to mirror

Parent and child relationship: (transform the parent object will transform all the child)
- select all child
- select object as parent as last selection
- ctrl P to set parent to object
- alt P to unclear the parent

Parent using outliner:
- select child object
- shift to hold down
- drag and drop on the parent object
Unparent:
- select child object
- shift to hold down
- drag and drop off away from the parent object

Duplicate as an instanced group:
shift A ---collection instance --- choose any collection to be an instanced collector

Types of Modifier:
1. Subdivision ---use simple ---optimal display off (need to enable wireframe to see it)
2. Simple deform ---twist/bend/taper/stretch
3. Bevel ---curve the corner of the object
4. Array ---duplicate the object in a straight alignment in any axis

Render Preview using workbench render:
1. Apply material ---go to material ---click to create
2. Adjust material settings ---viewport display ---set the value


Week 3

Modeling Techniques consist three stages which are polygon, curve-based modeling/NURBS, and sculpting.

Polygon Components:
1. Vertex ---cube pointy angle
2. Edge ---cube lines
3. Face
4. Normal ---surface appearance

Select the shape ---change object mode to edit mode (on the header) 

Polygon Modeling Tools:
1. Inset =inserting a new component in a same place
    ( select face ---press I ---move the mouse )
2. Extrude =extend the shape after inset or just extend
    ( select face ---press E ---move cursor according to the surface direction
3. Bevel =smooth the sharp edges 

Easier selection using Edge Loop: (vertex start and end at same spot)
Shift+Alt ---click at any edge ---horizontal or vertical, depend on the edge loop direction

Smooth Modifier:
  • ctrl 1 ---level 1 subdivision
  • ctrl 2 ---level 2 subdivision
  • ctrl 3 ---level 3 subdivision
  • ctrl 0 ---unsmooth level 
Loop cut:
make sure the object in edit mode ---ctrl R ---mouse over horizontal edge loop or vertical edge loop ---left click to complete


Exercise 1: Primitive Modeling

In this exercise, we were required to think any object that can be simplified as a combination of primitive shapes and use transformation tools to manipulate them. Used viewport shading technique using Workbench Render, set the final look to make it presentable by manipulating the light and shadow appearance. The final output size must be 720p, and we could adjust the camera angle for composition.

References:

Figure 1.1 References

By starting the exercise, I searched for some references from Pinterest. With the skills that were taught during classes, I decided to do some simple models, for example, computer set-up, television, or radio.

Sketch:

Figure 1.2 Sketch 

My final decision was doing a computer set-up model, and I sketched out the idea that I decided to make.

Progression:

Figure 1.3 Computer Screen

I refered to my computer screen and created it with cubes by transforming to the shapes that I wanted.

Figure 1.4 Small table for computer

Figure 1.5 Keyboard

I first created a small cube and applied simple deform. Then, by duplicating them, I used array. 

Figure 1.6 Mouse 

I struggled a little to figure out how to create a round shape of the mouse, but I came out with using cubes and applied simple deform to them. 

Figure 1.7 CPU

Figure 1.8 Composition

After finishing all the objects, I arranged them in a composition.

Figure 1.9 Books

I additionally created some books because for my final outcome, I wanted to make it like my working desk.

Figure 1.10 Bevel

Figure 1.11 Final Composition

I applied bevel on every objects that I made to make them looked cuter.

Figure 1.12 Color

The last step was to apply color to the objects and the color scheme was referred to the references that I found.

Figure 1.13 Final Outcome

After adjusting the camera angles, shadows and lighting, this was my final outcome.

Figure 1.14 Adjustment after feedback

I removed the background on the left and extended the length of the background. I also tried different blue for the base.

Final Submission:

Figure 1.14 Final Submission

Figure 1.15 Final Submission with wireframe


Exercise 2: Cylindrical Modeling

In this particular exercise, we needed to think of objects made of cylindrical shapes such as plate, bottle, bowl, etc. Model the object using a primitive cylinder by utilizing modeling tools like Extrude, Bevel, Inset, and Loop cut.  Lastly, apply a smooth modifier and adjust the sharpness or smoothness of the corner.

References:

Figure 2.1 References

Before starting this exercise, we were required to search for references such as blueprints or images and I planned to do cartoonish bottles.

Sketch:

Figure 2.2 Sketch

From the references I found, I chose and sketched some bottle shapes that I wanted to model.

Progression:

Figure 2.3 First Attempt

For my first attempt, I referred to the references and created the bottle using extrude, scaling, and inset.

Figure 2.4 Second Attempt

I decided to add some shape at the bottom which made it didn't look too plain.

Figure 2.5 Different Bottles

Using the same techniques to model the other three bottles.

Figure 2.6 Edge Loop

I added an edge loop in each bottle so that it looked sharpened.

Figure 2.7 Shade Smooth

I applied shade smooth to the bottles on the left, but I could still see the shapes were not rounded. I tried beveling to make them more curved, and the outcome was not what I wanted to achieve.

Figure 2.8 Smooth Modifier

I tried pressing ctrl 1 to smooth them and it looked good to me.

Figure 2.9 Composition

I duplicated some bottles and scaled them into smaller sizes to arrange them in the front. Since there was some empty space on the left, I decided to create a bigger size bottle to fill the space.

Figure 2.10 Color

I followed the color based on the reference and adjusted the metallic and roughness. 

Figure 2.11 Final Outcome

After adjusting the camera angles, shadows and lighting, this was my final outcome.


Figure 2.12 Adjustment made

I deleted some duplicated bottles, arranged their composition, and changed them to different colors.

Figure 2.13

By adding some backgrounds to the bottles, I modeled a table where the bottles could be placed on it.

Final Submission: 

Figure 2.14 Final Submission with wireframe

Figure 2.15 Final Submission 


Exercise 3: Box Modeling

In the next exercise, we needed to think of any object made of box shape such as electronic devices, vehicles, or furniture. Keep it simple but interesting. We were also allowed to combine with other shapes like cylinders and spheres, but the dominant shape must be in a box.

References:

Figure 3.1 References

I saved some images that I wanted to model such as a bus, car, radio, or coffee machine. I decided to go for the school bus as I learned to model a car during the tutorial session and I thought of using the same techniques.

Progression:

Figure 3.2 Progress 1

After studying the shape of the image, I began with a cube, added some loop cuts, and adjusted the shape by extruding and insetting.

Figure 3.3 Progress 2

I added a cylinder and cut it in half to create the area that placed the tire.


Figure 3.4 Progress 3

The next step was to create the windows by adding more loop cuts to the cube.

Figure 3.5 Progress 4

For the front, I messed up with the shape during the first step, so I deleted some parts and added another cube. 

Figure 3.6 Progress 5

I continued with adding the details of the front like the lights, number plate, etc.

Figure3.7 Progress 6

After finishing the lower part, I modeled the top according to the reference, using the same steps as before.

Figure 3.8 Progress 7

This was the outcome of my school bus.

Figure 3.9 Progress 8

I assigned the shapes with different colors.

Figure 3.10 Progress 9 (Lightings)

Figure 3.11 Progress 10 

After I was satisfied with the lighting, I added a background for this object and applied shadow.

Figure 3.12 Final Outcome

When I rendered the image, the color went too bright, so I made some changes to it again.

Figure 3.12 Adjustment

After receiving feedback, the adjustments that had been done were shadow and cavity.

Final Submission:

Figure 3.13 Final Submission with wireframe

Figure 3.14 Final Submission 


Exercise 4: Modeling a Karambit

We were required to use the provided reference for modeling. Model the karambit using Boolean techniques and tools that we had learned during the class.

Blueprint Image:

Figure 4.1 Karambit

Progression:

Figure 4.2 

Started with a cylindrical shape and emptied the shape in the middle.

Figure 4.3

Added a cube and extruded to different boxes, then adjusted the boxes' points according to the blueprint.

Figure 4.4

Deleted some of the faces and selected the edges where I needed to bridge.

Figure 4.5

After finishing the handle part, I added a cube and redid the steps when I did the handle.

Figure 4.6

Rotated the image and object to a straight position.

Figure 4.7

My lecturer told us to delete the other side, it would be better for us to mirror it after finishing the part.

Figure 4.8

Selected the faces at the side, extruded the faces, scaled it down, and adjusted the points following the image. The problem that I faced was I couldn't adjust the mirror side, and the object crossed over each other.

Figure 4.9

I redid the lower part of the handle and not deleting the other side part, the outcome was fine to me, although it took some time to adjust it similarly on both sides.

Figure 4.10

Finishing the sharp part, I connected the handle with the lower part by using the bridge edge and filling the parts where I couldn't connect using bridge.


Figure 4.11

To make the upper part look sharper, I increased the number of creases.

Figure 4.12

This was the final outcome of the karambit after adjusting the camera.

Final Submission:

Figure 4.13 Submission with wireframe

Figure 4.14 Submission



FEEDBACK

Week 3

The work is clean, but the background can apply some color other than leaving it plain white and the wall at the left seems a bit distracting with darker shadow.

Week 4

Can play around the spaces because it's too crowded, also try different colors so that it won't look so plain.

Week 5

Overall it is good, but the shadow is missing and can increase the cavity.

















 

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