3D computer graphics (part 1/2)
3D computer graphics are graphics that use a three-dimensional (pl. przestrze
trjwymiarowa) representation of geometric data (often Cartesian) that is stored in the computer
for the purposes of performing calculations and rendering 2D images. Such images may be
stored for viewing later or displayed in real-time.
3D computer graphics rely on many of the same algorithms as 2D computer vector graphics (pl.
grafika wektorowa) in the wire-frame model (pl. szkielet modelu) and 2D computer raster
graphics (pl. grafika rastrowa) in the final rendered display.
3D computer graphics (part 2/2)
3D computer graphics are often referred to as 3D models. Apart from the rendered
graphic, the model is contained within the graphical data file.
However, there are differences: a 3D model is the mathematical representation of
any three-dimensional object. A model is not technically a graphic until it is displayed. A model
can be displayed visually as a two-dimensional (pl. przestrze dwwymiarowa) image through a
process called 3D rendering or used in non-graphical computer simulations and calculations.
The software what I use
Autodesk 3ds Max, formerly 3D Studio Max, is a professional 3D computer graphics
program for making 3D animations, models, games and images. It is developed and produced
by Autodesk Media and Entertainment.[1] It has modeling capabilities (pl. moliwoci
modelowania), a plugin architecture and can be used only on the Microsoft Windows platform. It
is often used by video game developers, many TV commercial studios and architectural
visualization studios. It is also used for movie effects and movie pre-visualization.
What Type of 3D Modeling?
I use a modeling technique that is widely known as Box Modeling. Box Modeling is a
modeling technique where you start with primitive shapes, like a box, and build your model
from there by adding in more and more geometry to define your shape. It doesnt need to be
a box, it can be any primitive shape. The idea being that your final detailed model is derived
(pl. pochodny) from that primitive shape.
Box modeling requires vast amount (pl. wymaga duej iloci) of manual moving and manipulations of
vertices, edges, and polygons. The lower geometry is the easier to modify.
Elements of editable poly modeling
Vertices (pl. wierzchoek) are points in space: They define the structure of other sub-objects
(edges and polygons) that make up the poly object. When you move or edit vertices, the
connected geometry is affected as well. Vertex can exist as an isolated point in space.
An edge (pl. krawd) is a line connecting two vertices that forms the side of a polygon. An
edge can't be shared by more than two polygons.
A polygon (pl. wielokt) is a closed sequence of three or more edges connected by a
surface (pl. powierzchnia)
Model the Leg (part 1/6)
We start from the basic cube, what is the simplest primitive shape.
The second step is convert the cube to editable poly, then we have the possibility of
manipulating vertices, edges and polygons.
Model the Leg - Extrude (part 2/6)
The Extrude modifier adds depth to a shape object and makes it a parametric object.
Extrusion Height:
Specifies the amount of the extrusion in scene units. You can extrude selected
polygons outward or inward, depending on whether the value is positive or negative.
Model the Leg - Connect Edges (part 3/6)
Connecting edges creates new edges between adjacent (pl. przylegajcych) pairs of
selected edges. The Connect Edges settings let you specify the number of new edges, the
amount of separation from each other, and their general location.
Segments
The number of new edges between each adjacent pair of selected edges.
Pinch
The relative spacing between the new, connecting edges. Negative values move the edges closer
together; positive values move them farther apart.
Slide
The relative positioning of the new edges.
Model the Leg - Bevel (part 4/6)
Beveling involves first extruding polygons and then scaling the extruded polygons
Height
Specifies the extent of the extrusion in scene units. You can extrude selected
polygons outward or inward, depending on whether the value is positive or
negative.
Outline Amount
Makes the outer border of selected polygons bigger or smaller, depending on
whether the value is positive or negative.
Model the Leg (part 5/6)
After the manual manipulation (such as: move, rotate, scale) of vertices, edges, polygons(faces), we
received the finite leg. As u can see this is very low poly model.
Model the Leg - TurboSmooth (part 6/6)
TurboSmooth lets you subdivide (pl. dzieli na mniejsze czci) the geometry while
interpolating the angles of new faces at corners and edges, and apply a single smoothing
group to all faces in the object. The effect of TurboSmooth is to round over corners and
edges as if they had been filed or planed smooth.
Model the Mouth and the Lip (part 1/7)
Form Recognition, Edge Flow, Grid Overlay
(pl. rozpoznanie formy/ksztatu, przepyw krawdzi, nakadanie siatki)
First lets take a quick look at the form and edge flow. The edge flow for a low poly lip and mouth
model would be that it all flows toward the lip. The black arrow is to make sure that we have edges
going around the lip as well. That is because having those edges will make it possible to animate the
mouth. Since lip and mouth models are created with animations in mind, we have to make sure we
have those edge flow for easy morph target creations.
Model the Mouth and the Lip - Cut (part 2/7)
Since the lip is relatively flat, I start out with a plane geometry and I literally cut in the lines for the
model matching up with the grid overlay.
Cutting
Finished cutting
Cut:
Lets you subdivide the mesh surface between pairs of edges by clicking, moving the
mouse, and then clicking again, creating a new edge or edges between the two edges.
Model the Mouth and the Lip - Symmetry (part 3/7)
Symmetry:
You can apply the Symmetry modifier to any geometry, and you can animate the mirror or
slicing effect by animating the modifier's gizmo.
When the Symmetry modifier is applied to a mesh, any edits you make to the original half
of the mesh below the Symmetry modifier in the stack also occur (pl. rwnie dokonuje
si) interactively to the other half.
Model the Mouth and the Lip (part 4/7)
Step 1.
Once I have the edges, then its just a matter of pushing and pulling those vertices to get the form.
Model the Mouth and the Lip (part 5/7)
Step 2.
The Next step is the hardest to do. We need sacrifice more time for cutting, pushing and
pulling for receive a good realistic form and edges flow.
Model the Mouth and the Lip (part 6/7)
Step 3.
The last step is easier to do than step 2, but it too take our time. As u can see we adds more
edges for better details view.
Model the Mouth and the Lip - TurboSmooth (part
7/7)