Technical Workshop – Modelling

Technical Workshop. Tutor – Alan Postings.

1.1 Modelling Basics – Dice model

Techniques Taught:

  • Bevel. Helps to hold the model’s shape when smoothing.
  • Extrude tool options. For example, Offset and local translate Z will work on all of the selected faces relative to the selection not the world.
  • Smooth and smooth preview. Smooth preview will be seen in render view, therefore, it is not necessary to keep smoothing until the mesh is perfectly smooth in viewport.
  • Extruded faces will appear as circles after smoothed or smooth preview. This is a simpler method than circularising the geometry.
Side view.
Persp view.

Renders:

1.2 Modelling Mesh Out of Curves

Techniques/ Methodology (notes):

  • Creating an object out of curves by ‘revolving a surface’ out of the curve.
  • Make sure to create the curve at the centre of the grid.
  • Hold X to snap the points to the grid. This makes for a much cleaner workflow.
  • Manipulate the vertices after you finish making the curve. Make the thickness the same.
  • Leave the connection with the curve and mesh, by not pressing ‘delete history’. This way, you can manipulate the shape of the mesh live, even after you revolve the surface.
  • Using nurbs.
  • Converting Nurbs to polygons or subdiv, then polygons when appropriate.

Making the curves:

Multiple attempts to manipulate the curves using the tutors methodology and practice shaping the curves.
Following workshop steps.

List of steps, as can be seen in the image above (from left to right):

  1. Nurbs by revolving a curve, before altering the vertices.
  2. Reshaped mesh using curve verticies. In no.1 view, low resolution mode.
  3. Test revolve end sweep angle at 180 degrees.
  4. Finished Nurbs from curve. Delete history.
  5. Convert Nurbs to Polygon.
  6. Convert Nurbs to Subdiv.
  7. Convert Subdiv to Polygon.
  8. Polygons (key 1).
  9. Smooth preview (key 3).
  10. Smoothed (divisions 1).

Different ways to Smooth Mesh:

  • Press 1,2,3 on keyboard. (temporary)
  • Mesh > smooth. Select number of divisions.

Renders:

Glass Material Settings:

High metalness.

Finding a material settings for a glass cup: Model glass or metal with the Standard Surface shader | Maya 2020 | Autodesk Knowledge Network

Settings used from link above:

  • Roughness: 0.
  • Transmission > weight: 0.95.
  • Base > Weight to 0.05 (equal to 1 with the number above).
  • Specular: 1.
  • Transmission > Color to tint glass (if you want).
Roughness to 0.117.

1.3 Toaster Model

Elements to Take Note of:

  • Think about the proportions of your model. Test out the proportions before you decide to continue with the model.
  • You can only change the subdivisions of a model, in the channel box, before you start adding edge loops (or other modelling toolkit tools). Decide on your subdivisions after you decide on the proportions.
  • Lattice deformer – used to manipulate the model’s shape despite the model’s existing geometry. To detach the deformer: select the mesh>delete history.
  • Lattice deformer- deselect ‘use local mode’ to have even curved deformer manipulations.
Shaping the mesh for the toaster holes.

I learned a new technique. In order to change the toaster hole vertices to horizontally straightened lines that maintain their curved height: move settings> transform constraint>surface.

Edge loops on toaster hole.
Customising the model.

Modelling an electrical cable using extrude along curves tool. While I already knew about this method, I learned about the ‘rebuild curve’ the curve to produce equal vertices along the curve.

Renders:

Rigging for Games vs Animation Notes

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