3D Modeling - Exercises

24.4.2024 -  / Week 1 - Week 
Chan Wan Qing / 0350928 / BA of Design (HONS) in Creative Media
3D Modeling
Exercises


INDEX:

1. Lectures
2. Exercises
    Exercise 1: Primitive Modeling
    Exercise 2: Cylindrical Modeling
    Exercise 3: Box Modeling
    Exercise 4: Organic Modeling
3. Feedbacks
4. Reflection


LECTURES

Week 1 / 24.4.2024

We were introduced to the module, 3D modelling about its role in this industry. After that, we were briefed about the exercises and projects for this module. As next week is a public holiday, Mr Kamal tried to cover next week's lecture in today's class. 

https://miro.com/app/board/uXjVKQXpyOQ=/

3D Animation

Pre-production > Production > Post Production

Pre-production: Visual materials, storyboard, character design

Production: 3D Modelling, texturing, rigging, animating (12 animation principles), lighting, rendering (process, still image/sequences)

Post Production: Composition, editing, colour grading, audio 


Fig.1.1 Introduction to 3D Modelling (Sketch Notes)


Fig.1.2 UV/Unwrap/Texturing (Sketch Notes)

After the briefing session, we proceeded to the first lesson, which is blender introduction syllabus. 

Rotate: MMB (Hold + Drag)
Track / Pan: Shift + MMB
Zoom: MMB (Scroll / Ctrl + MMB)

3D Viewpoint 
Single to Quad View (Top, Front, Right, Perspective): Ctrl + Alt + Q

Duplicate: Shift + D


Fig.1.3 Quad View

In-class Exercise

In the class, we were required to create a table using what we had learnt. Mr Kamal first demonstrated to us step by step. We started by using cube and changed its scales to transform it to a rectangular as the legs of the table. Then we duplicated it and changed its location values to create 4 legs of the table. Then, we created another cube and made it thinner as the top surface of the table. 

Fig.1.4 Table - Perspective View


Fig.1.5 Table - Quad View

Week 3 / 8.5.2024

In week 3, we are going to learn about the topic, polygonal modeling, focusing in cylindrical modeling. 

https://miro.com/app/board/uXjVKK7GaWI=/ 

Blender 3.6 - Edit mode

TAB: Switching object mode and edit mode
1: Vertex; 2: Edge; 3: Face
I: Inset
E: Extrude 
Ctrl + R: Loop cut
S: Scale up / Scale down


Fig.1.6 Inset

Fig.1.7 Extrude


Fig.1.8 Loop Cut

In-class Exercise

In the class, we did an exercise to create a bottle using a blue print. We used the skills that we learned in the class in this exercise. 


Fig.1.9 Creating Bottle Model with Blueprint (Process)


Fig.1.10 Low Poly Bottle Model

Ctrl + 1/2/3: Convert from low poly to high poly
*Adjust mean crease


Fig.1.11 High Poly Bottle Model


        Fig.1.12 Bottle Model (Rendered Image)

Week 4 / 15.5.2024 

In week 4, we are going to build a box model. 

In-class Exercise

Following the blueprint, we started to build the cartoon car model in Blender. 


Fig.1.13 Blueprint - Cartoon Car

With the tools we previously learned, we built the cartoon car model starting from its body. For this exercise, we built a low poly model. Most of the tool we used are what we have learnt in the previous weeks. 

*Delete Half > Add Modifier > Mirror
*Select > Material > Add > Assign [Colour]



Fig.1.14 Cartoon Car Model (Process)

Week 6 / 29.5.2024 

In week 6, we did a karambit model with the blueprint provided.


Fig.1.15 Karambit

We learned to use bool tool, where we use different options including differences, union, intersect and slice to alter the combining model of  2 shapes. 

Bool tool: Ctrl + Shift + B
Edge > Bridge Edge Loops
Select both edges and press F: Faces



Fig.1.15 Karambit Model (Process)


INSTRUCTIONS

Exercise 1: Primitive Modeling

For the first exercise, we are required to think of an object that can be simplified as a combination of primitive shapes and sketch it out for inspiration. After that, we need to use Blender to model the objects using primitive objects such as sphere, cylinder, cube, cone, etc. We may use transformation tools to manipulate the object and  modifier tools to deform the model. 

Requirements:

  • Output size: 720p (1280 x 720)
  • Format: .png (render final image using Viewport Render Image) 
Submission 1: (Rendering)
  • Final render solid without wireframe
  • Final render solid with wireframe

Submission 2: 

  • e-portfolio blog link (format *.doc)
  • Blender file

References

First, I tried to find some references of 3d models from Pinterest. There are many different examples of different objects, however some of them is too complex. 


Fig.2.1 References 1

During the process, I listed down a few ideas and shortlisted them to do sketching. Ideas: LP Player, Gaming Device, Refrigerator, Camera and Cannon. I did more searching for the designs of the objects above before sketching. 


Fig.2.2 References 2

Sketch

I started to sketch out the ideas following what I had researched. Sketching helps me generate more ideas and gain a better understanding of the shapes I should use to construct the object, as well as how to assemble them effectively. As it is a rough sketch, so the proportions of the objects does not look so good. 


Fig.2.3 Sketches

During sketching, I had some concerns regarding certain ideas, like creating the model of a refrigerator, I'm unsure how to create the internal space and incorporate shelves or compartments effectively within the cube shape. So, I decided to shortlisted the ideas while constructing the models. 

Blender

Idea 1: LP Player

In the first week, we were required to start sketching and constructing the model. Then, Mr Kamal will give us his feedbacks to improve on our work and teach us how to render the image in the next class. I started to construct the first idea, LP Player. [Fig2.4-1] First, I started with the base, a cube. I adjust the size by changing the scale values. I kept the scale values of X and Y same as it should a square for the top surface. Then, I added a cylinder on top of the cuboid. [Fig.2.4-2] Similarly, I adjusted the scale to amend the size of the cylinder. After that, I added the smaller parts, as shown in the 3rd to the 5th images in Fig.2.4. 


Fig.2.4 Process of Constructing LP Player


Fig.2.5 3D Model - LP Player (Quad View)

Idea 2: Cannon

For the second idea,  I constructed a cannon. [Fig.2.6] Based on the sketch, I first started with a rectangular base. Then followed by the wheels beside the base. I added the wheels like how we did the in-class exercise of a table. 


Fig.2.6 3D Model - Cannon (1)

Then, I started to construct the cannon part, [Fig.2.7] I added a cylinder and adjusted the size and rotate it as it supposed to be in a inclined position. [Fig.2.8] After adding the first cylinder, I duplicated it subsequently while decreasing the sizes until the whole cannon is formed. 


Fig.2.7 3D Model - Cannon (2)


Fig.2.8 3D Model - Cannon (3)

I also added some details in the wheels to make it more realistic. 


Fig.2.9 3D Model - Cannon (4)


Fig.2.10 3D Model - Cannon (Quad View)

Idea 3: Camera

Lastly, I also came out with a camera. However, I was dissatisfied by the result since it did not come out as what I imagined. Similarly, I started with the body as a rectangular, and added the different parts including the lens, flash light, button and more. I felt like the forms are not combining well with each other, so I thought to give up on this idea. 


Fig.2.11 3D Model - Camera


Fig.2.12 3D Model - Camera (Quad View)

I decided to use the first idea, which is the LP Player as my final exercise 1 as it looks the most realistic out of these 3 ideas. In week 3, we learned to coloured and render the preview image. So, I coloured the object and render the preview image.

Final Exercise 1: Primitive Modeling

Fig.2.13 Final Exercise 1: Primitive Modeling

Fig.2.14 Final Exercise 1: Primitive Modeling (wireframe)

Exercise 2: Cylindrical Modeling

In this exercise, we need to think of any object made of cylindrical shape such as a plate, bottle, bowl, glass etc. Then, we have to make a composition from multiple different objects. We can find as much as references such as blueprint or images for selected objects while constructing the model in Blender. Then, we can start to model the object using a primitive cylinder by utilising modeling tools like extrude, bevel, inset and loop cut. After that, apply a smooth modifier and adjust the sharpness or smoothness of the corner using various techniques.

Requirements:

  • Output size: 720p (1280 x 720)
  • Format: .png (render final image using Viewport Render Image) 
Submission 1: (Rendering)
  • Final render solid without wireframe
  • Final render solid with wireframe

Submission 2: 

  • e-portfolio blog link (format *.doc)
  • Blender file

References

Initially, I thought of doing vases or wine bottles and glasses. I found references for both of the ideas. Then, I decided to go with wine bottles and glasses as I could find more blueprint for them, the shapes of blueprint for vases are limited from what I found. 


Fig.2.15 References

Blender

Following what we did in week 3's classes for in-class exercise, I started with adding the blue print image into Blender as references. I first construct the model of a glass. I followed the second image of glasses in [Fig.2.15] and add cylindrical shape. Starting from adjusting the size of the base, I then use inset to decrease the size and use extrude to create the holding part of the glass. Then, I construct the upper part with extrude and scale in. After completing the rough shape of the glass, I added loop cut on the curve part and use bevel for the curvature parts. I then apply smooth modifier to the glass after the shape of the model is similar to the reference. 


Fig.2.16 Glass Model (Bevel Tool)


Fig.2.17 Glass Model (Model + Reference)


Fig.2.18 Glass Model (Smoothness)

The second thing I constructed is a wine bucket. Similarly, I add the image as references and start with cylindrical shape and use extrude tool to extend the shape. Like what we learned in week 3, I used loop cut to create some patterns on the bucket. After completing the shape, I apply smoothness on the bucket and adjusted its value until it looks natural. 


Fig.2.19 Wine Bucket Model (Model + Reference)


Fig.2.20 Wine Bucket Model (Loop Cut - Patterns)


Fig.2.20 Glass & Bucket Models

Lastly, I build the model of a wine bottle. I used the blueprint of the wine bottle as reference and started with cylindrical shape. Following the blueprint, I adjusted the height, width and so on. I used extrude and scale in/out while constructing the shape. Then, I used loop cut and bevel tool to adjust the shape to create the curves of the wine bottle. Similar to the previous model, I added smoothness to the model and convert it into high poly. 


Fig.2.21 Wine Bottle Model (Model + Reference)


Fig.2.22 Wine Bottle Model (Loop Cut & Bevel - Wireframe)


Fig.2.23 Wine Bottle Model

After completing 3 models, I adjusted their places and started to place them according to composition. I duplicate a wine bottle and a glass and put one of the wine bottles into the wine bucket. I tried to play around with the placements to find the best composition. I added a plane as the base.


Fig.2.24 Models Composition

I converted them into high poly models and added colours to the models and adjusted the metallic and roughness value. As the wine bottle and wine glasses are made out of glass, I lowered the roughness and for wine glasses, I also lowered the opacity. For the wine bucket, I increase the metallic value as it is made of metal. Then, I added shadow, highlights and more to the models before rendering them. 


Fig.2.25 Models Composition (with Colours)

I amended some of the parts that I found unnatural after looking closely. For example, the bottom part of the wine glasses, the curves are not smooth enough, so I used scale and bevel tool to amend them. 


Fig.2.26 Base Part of Wine Glasses (Comparison)

Final Exercise 2: Cylindrical Modeling


Fig.2.27 Final Cylindrical Modeling


Fig.2.28 Final Cylindrical Modeling (Wireframe)


Exercise 3: Box Modeling

For exercise 3, we are required to build any object made of box shape such as an electronic device, vehicle, furniture etc. Similar to the last exercise, it is better for us to get some images for references or blueprint to study the shapes and proportions for the pictures. 3. We have to model the object using a primitive cube by utilising modeling tools that we have learned in class using box modeling techniques. We are allowed to combine other shapes into the model but the dominant shape must be in a box. Then, we should apply basic materials and colours to the model. 

Requirements:

  • Output size: 720p (1280 x 720)
  • Format: .png (render final image using Viewport Render Image) 
Submission 1: (Rendering)
  • Final render solid without wireframe
  • Final render solid with wireframe

Submission 2: 

  • e-portfolio blog link (format *.doc)
  • Blender file
References

In week 4's class, we did an in-class exercise of a low poly car. So for this exercise, I tried to avoid building a car. I found some references of other types of vehicles or furniture on Pinterest. I could only find a few furniture that are made of box shape, so I focused more on finding vehicles. I found references for bus, forklift and bulldozer. 



Fig.2.29 References

Blender

I chose to build a forklift because it is more interesting. In Blender, I started with a cube, and extend the shape. Then, I used loop cut to divide the cuboid. With the tools extrude and scale in and out, I made the body of the forklift according to the reference. In the first attempt [Fig.2.30], it did not go as what I thought especially the body part near the wheel. So, I redo the whole thing from a cube. 


Fig.2.30 Attempt 1

In the second attempt, I directly extended and extruded (with loop cut) and built the body part without the curved section for the wheels, resulting in a better outcome. 


Fig.2.31 Forklift - Body (1)


Fig.2.32 Forklift - Body (2)

[Fig.2.33] After building the body part, I proceeded to build the roof part of the forklift. I used different tools we learned to build a dashboard first as the front polls are extended from the dashboard. I extended the polls from the dominant cube. But for the roof, I added another cube shape and put it on top after adjusting the size. 


Fig.2.33 Forklift - Roof

[Fig.2.34] Then, I started to build the front part, which is the lifting part. I extended the shape from the dominant model with loop cut and extrude. There are quite a few things in the front part. Here, after extruding the shapes, I also used bevel tool for some parts as they are curved. I also added the planks in front by adding shapes just like the references as they are seperated from the forklift. 


Fig.2.34 Forklift - Front

[Fig.2.35] Then, I built the wheels like how we did in the in-class exercise. [Fig.2.36] I added a seat seperately and move it into the forklift. 


Fig.2.35 Forklift - Wheels


Fig.2.36 Forklift - Seat

[Fig.2.37] Then, I also added the oil tanks in front just like the reference. I used cylinder as the base shape, and used loop cut and extrude it. 


Fig.2.37 Forklift - Oil Tanks

After completing the model, I added colours on the forklift. Like what we learnt in week 4, I applied different colours on different parts.


Fig.2.38 Forklift - Colours


Fig.2.39 Forklift - Quad View

Final Exercise 3: Box Modeling


Fig.2.40 Final Box Modeling - Forklift


Fig.2.41 Final Box Modeling - Forklift (Wireframe)

Revised Exercise 3: Box Modeling

After getting feedbacks on Week 6, I changed the angle of the final model. 


Fig.2.42 Final Box Modeling - Forklift (Week 6)


Fig.2.43 Final Box Modeling - Forklift (Wireframe) (Week 6)

Exercise 4: Organic Modeling

For exercise 4, we had to download the karambit image as blueprint and model it using organic modeling techniques and tools that we have learnt previously in class. We should apply basic material and colour at the end. 

Requirements:

  • Output size: 720p (1280 x 720)
  • Format: .png (render final image using Viewport Render Image) 
Submission 1: (Rendering)
  • Final render solid without wireframe
  • Final render solid with wireframe

Submission 2: 

  • e-portfolio blog link (format *.doc)
  • Blender file

For this exercise, we first did it in the tutorial class following Mr Kamal's instructions. However, in class while making the karambit for the first attempt, I couldn't really follow up and model the karambit nicely. So, after class, I watched the recording and attempted a few times to model the karambit. 

In the second attempt, the sharp part seems to be to sharp and the surface looks weird after adding a subdivision surface modifier. The side of the blade of the karambit is not smooth too. So, I decided to make another attempt.


Fig.2.44 Karambit Modeling - Attempt 2

In attempt 3, I added a cylinder and used inset method to create the finger ring part. Then following what we did in the class in week 6, I constructed the handle part and joined them together with bridge edge tool. This time, I started with the lower part near the blade because for the last few times, the blade always seems to be crooked. 


Fig.2.45 Finger Ring and Handle

Then I started to extrude the blade part and scale in each time I extruded. Then, I loop cut horizontally and selected the side of the blade and extrude them along normal. Next, I reduce the thickness of the side of the blade. Last, I extended the tip of the blade following the blueprint. 


Fig.2.46 Blade


Fig.2.47 Karambit (Subdivision: 0)

Then, I used loop cup for the edge of the karambit to reduce the smoothness of the edges where they shouldn't be 'rounded'. 


Fig.2.48 Karambit (Subdivision: 1)

Exercise 4: Organic Modeling - Karambit (Attempt 3)


Fig.2.49 Exercise 4: Organic Modeling


Fig.2.50 Exercise 4: Organic Modeling (Wireframe)

Final Exercise 4: Organic Modeling


Fig.2.51 Final Exercise 4: Organic Modeling


Fig.2.52 Final Exercise 4: Organic Modeling (Wireframe)

After receiving feedbacks in week 7, I add more subdivision on the blade part and amend the handle part by extruding it.

Revised Exercise 4: Organic Modeling


Fig.2.53 Revised Exercise 4: Organic Modeling (Week 7)


Fig.2.54 Revised Exercise 4: Organic Modeling (Wireframe) (Week 7)


FEEDBACKS

Week 6 / Exercise 3

Specific Feedbacks:

Can have a better camera angle, probably eye level and increase the cavity (ridge and valley). Make sure the plane cover all the object. 

Week 7 / Exercise 4

Specific Feedbacks:

Only the tip of the blade needs more division so that it looks smoother, the wireframe looks ok, the other parts are ok. 


REFLECTION

Exercise 1: Primitive Modeling

The first exercise is not a very difficult task, it basically allows us to get use to Blender and creating objects with the various shapes. In this task, sketching is very important as through sketching, I am able to understand how are the structures of the objects, and what shapes should I use in order to create the models. 

Exercise 2: Cylindrical Modeling

For the second exercise, we were required to use the tools we learned in week 3 to create a few different cylindrical models. Since we had learned more tools and skills, it is more easier for me to alter the shapes into different shapes with bevel, scale in/out, extrude, inset and so on. The shapes are not as limited as in exercise 1, where we can only change the sizes and construct them together. In this exercise, I used bevel tool and scale in/out more as I needed to create curves on the objects. So, my skills definitely increase compared to when I was doing exercise 1. However, it takes me some time to change the colours as I felt like the colours are quite dark, and it is hard for me to determine the final colours. Nevertheless, I am quite satisfied with the final outcome. 

Exercise 3: Box Modeling

In the third exercise, we need to build a model using only 1 dominant cube for the main body of the object that is made of box shape. In the beginning, I found different references online as I could only think of building a car, where we did it in week 4's class. While doing research, I tried to find different types of vehicles. I found a few but chose forklift since I thought the reference pic is quite interesting. Initially, I was quite frustrating while constructing the main body, because it doesn't not really come out like the reference pic, so I restart a few times while recalling how we did the exercise in the class. At last, I was able to figure out. While constructing the model, I used loop cut and extrude tools the most since we started with only 1 cube. After building the main body, I slowly getting familiar with the tools, and it was a quite smooth process since then. But still, I need some other shapes to add details on the forklift, such as cylinder for the wheels, steering wheel and oil tanks, cube for the plank, the roof, car lights at the back and the seat. Other than those, everything is built from 1 dominant cube. This exercise allows me to be more familiar on using the tools in Blender while learning to construct different shapes from 1 cube. I was really satisfied with the result especially after adding colours. 

Exercise 4: Organic Modeling

The fourth exercise is not an easy one although we had tutorial on the exercise in class. We need to model a karambit for this exercise. The finger ring and handle part were good for me, but the blade part is very tricky especially the tip. I made a few attempts just for the blade part watching the recording from the classes. Initially, I saved the whole file, where I had to remodel the handle part every time the blade part failed. Then, I realised I should have saved the handle part first, then proceed to the blade part. I think the final outcome looks great except the tip of the blade part, I'm not sure why it becomes blunt and not that smooth after adding subdivision. After getting feedbacks from sir in week 7, I think I should try to remodel the blade part by adding more subdivision to the tip. 

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