3D Modeling : Project 1 : HARD SURFACE MODELING

10/10/2022 - 24/10/2022 / Week 07 - Week 09

3D Modeling MMD60804 
NAME: Sea Hirayama

I.D: 0347596

COURSE: Bachelor of Design in Creative Media / Taylor's Design School





●Instructions 






●Lecture

Week 6-7 :
IN this week, we learned how to create the hard surface modeling.

Figure 1.1 the tutorial of tips of creating the hard surface modeling

Figure 1.2 the tutorial of tips of creating the hard surface modeling

Figure 1.3 the tutorial of tips of creating the hard surface modeling

Figure 1.4 the tutorial of tips of creating the hard surface modeling


Concepts, functions and notes on hard surface modelling [Blender].

Concept
Industrial product-like appearance
The persuasive power is increased if the product looks like a real industrial product.

Chamfers that do not cause damage or injury to the user
Appropriate width of chamfer depending on each part
Thickness and thickness to prevent breakage and damage
Clean flat and curved surfaces
Smoothness where the flow of the surface changes
Constant regularity
Capture the intent of the shape and consider functionality
Make the shape convincing by making it look like it will actually function.

Create shapes that take into account functionality and the purpose of the part.
There is always a meaning to the shape of an artefact, such as the shape of a handle
for humans, a hole for ejecting something, a clasp for fastening the exterior, or the
classification of exterior parts in consideration of assembly.

Beautiful surfaces and highlights
Emphasis should be placed on clean highlights.

A clean surface will have clean highlights, and this beautiful surface will directly lead
to the attractiveness of the hard surface.
Check the surface using light, different angles and Matcap, which makes it easy to
see the highlights.

Wrinkles caused by triangles and other dirty topologies should be avoided.

Feel free to recreate it.
Although it is tempting to delete something once it has been created, polygon
modeling is often quicker and cleaner if it is re-created.
If you want to modify a particular part, it is easier to do so after deleting the
surroundings and edge loops.

Furthermore, it is more regular to use tools to re-create it, so the end result is
cleaner. Simple but effective.


Functions
Sub-divisional surfaces
The basic idea is to create a model with sub-divisions.

In some cases, it is necessary to apply it in the middle of the model and use it to add more detail.

Bevelling
Basically, adding bevels on three or more sides.
If only two bevels are used, the bevel edges are pulled by the dirty topology inside the bevels, and it is difficult to put various edge marks, seams, etc. at the bevel positions.

Consider the appropriate bevel width depending on each location.
Look carefully to ensure that the highlights entering the edge are not too thin or too thick.

Chamfer methods
Use loop cuts or bevels depending on the situation.

Bevel.
This is a chamfering tool and can be used for many things.

Loop cut.
Easy to add edges afterwards.

Knife cut
Manual method of adding edges. Useful for creating new flows with different
topologies.

Inset/extrusion.
Limited use in chamfering applications, but can add edge loops in areas that are
difficult to insert with loop cutting.

Bevel modifier
Bevel modifiers are useful but have some drawbacks.
It should only be used as a temporary method of checking the chamfer, and should
eventually be applied or manually reinserted and adjusted.

Advantages.
Reduces the number of vertices, making it easier to manage the mesh in editing.
Simple to set up.

Disadvantages.
Various edge marks cannot be neatly separated.
Material assignment boundaries, seams, Freestyle lines, etc.

Polygonal surfaces occur.
Narrowest edge has the largest bevel width to avoid overlaps.
Can be optionally disabled, but that would cause overlaps.

Crease.
The intensity of the subdivision can be adjusted.
The position of the edge can be fixed, which is useful when you want to ensure that
the line is in a fixed position.

Perfectly sharp edges are rarely possible on industrial products, so there is no use?
Almost never used for anything other than edge fixing applications with a strength of
1.0?

Advantages.
No need for more edges
Can be used for perfectly sharp edges
Edge position can be fixed
Prevents edge position shifting in subdivisions
Material boundaries
Freestyle line
Perfectly sharp edges
Drawback.
Below 1.0 results in lukewarm curved edges
Like bevels, there is no place to stop the beveling
Not enough resolution for subdivision level 2
Drilling holes.
There are several ways to make a hole with a boolean, align the vertices and extrude.
It is usually quicker to apply a boolean and then modify the topology.

Frequently used tools
MiraTools add-on CStretch.
An excellent and useful tool that is almost always used in modelling.
It can make vertices smooth edges and can be batch adjusted with curves.

It is difficult to adjust when the number of points is too large, so it is basically used
with 3 points.
If the number of points is 2, it becomes a straightening function.
Uniformisation of vertices with the M key.

2 ...... When you want to straighten the line.
3 ...... Basically used with 3 number of points.
4, 5 ...... When you want to adjust longer curves, e.g. 4 or 5.
The built-in add-on LoopTools can be used to replace some of the functions of
CStretch. GStretch for straightening and Space function for equalisation.

LoopTools.
Use LoopTools' Space to homogenise vertices.

Edge Flow add-on.
Corrects edges to the appropriate flow.

Proportional Editing
Use when you want to move smoothly.
Useful when you want to move a large number of vertices at once and want to
deform them smoothly.
Hold down the Shift key while moving to carefully adjust the shape.

Shear.
Allows you to move in a sliding motion while maintaining the position from a certain
point. Useful for adjusting at an angle.






PROJECT 1: HARD SURFACE MODELING

  1. Choose hard surface object in any of these categories:

    1. Vehicle

    2. Weapon

    3. Robot

    4. Machine

  2. Search reference images or blueprints.

  3. Model the selected object using polygon tools and techniques based on what you have learnt.

  4. Apply the right material and texture to give its appearance.

  5. Set lighting and rendering using ‘Eevee’ as the rendering engine.


  1. Use Eevee rendering (Blender ) for final output. Output size is 1280 x 720 with png format.

  2. Upload in your e-portfolio and update the link on TIMES platform as submission.



Example of the object:

1. Vehicle


Figure 2.1 the examples of vehicle images for this project 1

2. Weapon
Figure 2.2 the examples of weapon images for this project 1


3. Robot

Figure 2.3 the examples of robot images for this project 1


Week 6-7 :
So for this project 1, I decided to do with C3PO character from Star wars. First of all, I tried to create with mirror tool in order to create it good balance. Also I did this with seeing the details images.

Figure 3.1 the screenshot of process of creating the base shape in Blender

Figure 3.2 the screenshot of process of creating the base shape in Blender

Figure 3.3 the screenshot of process of adding the details

Figure 3.4 the screenshot of process of adding the details

Figure 3.5 the screenshot of process of adding the details

Figure 3.6 the screenshot of process of adding the details

Figure 3.7 the screenshot of process of adding the details

Figure 3.8 the screenshot of process of adding the details

Figure 3.9 the screenshot of process of adding the details

Figure 3.10 the screenshot of process of adding the details

After I finished creating the 3D modeling, I added the color and background as well. Also I uploaded it in Sketchfab.

Figure 3.11 the screenshot of process of adding the color details with background

Figure 3.12 the screenshot of process of adding the color details with background

Figure 3.13 the screenshot of process of adding the color details with background

Figure 3.14 the final design of project 1 - png

Figure 3.15 the final design of project 1 - Sketchfab





●Feedback

Week 7 :
General feedback
In this week, we didn't have lecture because the holiday was. So I tried to create C3PO with base shape in Blender.

Week 8 :
General feedback
After I finished creating the base, I explore the details of it. Also I added the texture and color details with the HDRI background.




●Reflections

>Experience
In this opportunity I could focus in the details which is shaped kind of sharp and more complicated. This project made me more getting used to utilize the blender tool. 

>Observations
This project was really important for me to get used to use it and get more potential of blender.

>Findings
"control" + "R" is my favorite tool to explore the shape more details. After I finished creating simple base shape, I could make it with more sharpness and clean shape.

>Further readings/references

Maya Practical Hard Surface Modelling: workflows from Prop and Background (CG Pro Insights)

Book by Eiji Kitada, a CG modeller who has worked on various projects for overseas studios. He is also famous on Twitter.

The book explains how modelling is done from concept art. It is hard surface and polygon modelling without using sculpting. He explains in detail not only the cleanliness of the simple models, but also the data management considering the workflow of the entire team.

The book discloses all the knowledge of people who have actually worked in the front line overseas. So if you are currently working as a CG artist, you are sure to find useful information.

Blender 2.8 3DCG Super Techniques

This book has a cute little girl model on the cover.

As mentioned at the beginning of the book, it explains the wide range of functions that can be performed in Blender one by one. It is a type of introductory book that does not specialise in one function such as modelling or rendering, but rather summarises what you can do when using Blender.

It is not an in-depth book, but rather a broad and shallow introduction.

However, if you want to learn about the basics of 3D from scratch, this is a book I would highly recommend to beginners because of the detailed explanations.

By reading through the whole book, you can get an idea of what you can do with Blender. Of course, it is not so easy to make a high quality model like the one on the cover just by reading this introductory book.

However, I think you will be able to understand the path to complete some models.


Free Blender CG Animation Techniques ~understand the structure of 3DCG and how to move it [Blender 2.8 compatible edition].

The introductory books introduced so far have been about Blender's overall functions, but this book specialises in 'animation'.

So this is an introductory book for people who have some modelling skills, and not recommended for people who have never touched Blender at all.

It is best suited for people who can modelling but don't know how to animate. The content itself is not too difficult, so it's a book for intermediate level users.

It also touches on things other than animation, but if you want to understand the whole picture of Blender, we recommend either of the two books mentioned above.


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