Environment Modeilling

3D Modelling

Three-dimensional modelling or 3D computer graphics is a process when you develop mathematical representation of any 3D object, living or inanimate, by using specialised software.The finished product is called a 3D model. 

Modelling software:


Maya is a 3D modelling software used a lot, most likely because it can do almost everything you need it to from modelling to render and rigging to animation

When it comes to games design, Maya is on par with 3ds max which is another 3D software.
Maya is the go to app for animators because it is a robust rigging and animation tool and a friendly workflow.


3ds Max has been known for its powerful modelling tools,allowing you to create complex 3D models with a very fast workflow and robust modifiers. 3ds max is a lot more user friendly and simpler to grasp if you're new.Unlike Maya, 3ds Max uses Z-up coordinate system so the Z axis points upwards.


Bryce is a 3D modelling,rendering and animation program specialising in fractal landscapes which allows new users to quickly create and render stunning 3D environments. Bryce combines exceptional power with an innovative interface for incredible ease of use. Add wildlife, people, props and more to your scenes via the DAZ Studio character plug-in in addition to terrain, water, sky, rocks, clouds, fog, vegetation, and architecture for which Bryce has long been the standard.

This is a Landscape rendered using Bryce.
This is Bryce's User Interface.

Polygons

Low poly is a polygon mesh in 3D that has a relatively small number of polygons.These meshes occur in real-time applications such as games.Objects made using a small amount of polygons appear blocky and have less detail.

High poly is a polygon mesh in 3D that has relatively big amounts of polygons often occurring in animated movies and special effects.




Modelling for games

A polygon budget is defined by the game engine most games will have a poly budget,rendering method and the computer used can limit how many polys a game can have. A computer with low end specs will not be able to handle as many polygons as a high end spec PC. Low poly is used in games so the user can get the most frames out of cut-scenes and game-play because it has to be rendered in real-time.. Films can use high poly because the rendering does not need to be done in real-time therefore allowing more detail to be shown by using more polygons.

Hard surface and organic modelling

Hard surface is anything machined or man-made.
Organic modelling is any living thing such as humans,plants etc.
It is hard to define the differences between these many artists will define them differently and there is not a wrong answer.
one artist may say your sports car is an organic model because of its characteristics while another artist may insist its hard surface.

Modular modelling

The term modular modelling usually refers to the interchangeable components or modules in a model.The component may be a single equation, but typically it is a large component: for example, a plant sub model or a soil water sub model.

Unique Modelling

Unique modelling is when there is only one object in the scene that you will have to model once and that is it. Unlike modular its a object unique to the scene, in a office tables and chairs would be modular but a door or clock would be unique because their is just one of them.


Bump Mapping

Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object without adding additional polygons,using this technique one can make a low poly object look like it has detail without creating poly lag.





Displacement Mapping

Displacement mapping is an alternative computer game's technique in contrast to bump mapping using a texture or height map to cause an effect where the actual geometric position of points over the textured surface is displaced it gives a surface great depth and detail.

Cartesian transport
Displacement mapping with a mesh.


Normal Mapping

In 3D computer graphics normal mapping is a technique used for faking lighting of bumps and dents.it is used to add more details without using more polygons.



Normal mapping used to re-detail simplified meshes.

Transfer Maps

Transfer maps allow you to take one model and make another model look like that model through normal maps,displacement maps and bump maps.


Texture Baking

Is the process of transferring details from one model to another.The baking tool starts a certain distance out from the model which is usually a low resolution model for game use and cast rays inwards towards another model, usually a high resolution sculpt.


Chamfer

Chamfer is cutting away a right angled edge to make a symmetrical edge.

Main Difference - Bevel vs Chamfer
Bevel is the top one Chamfer is the bottom one





Bevel

Bevel is a sloped edge that is not perpendicular to the faces of an object.Bevel is more a common term out of bevel and chamfer. Although these two terms are often interchangeable,a distinction is made between them in technical situations.
Bevel is usually made for safety issues.

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UV Mapping

UV mapping is a 3D process of projecting a 2D image onto a 3D model's surface for texture mapping.
UV texturing permits polygons that make up a 3D object to be painted with colour from an image. The image is called a UV texture map, but it's just an ordinary image. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by copying a triangular shaped piece of the image map and pasting it onto a triangle on the object. UV is an alternative to projection mapping (e.g. using any pair of the models X,Y,Z co-ordinates, or any transformation of the position) ; it only maps into a texture space rather than into the geometric space of the object. But the rendering computation uses the UV texture co-ordinates to determine how to paint the three-dimensional surface.



Step-by-Step on UV mapping.
We created a box with the dimensions 65,80,40
Convert it to an editable poly
In the modifiers list click unwrap UVW
Open UV editor
Then go to mapping,Flatten mapping set spacing to 0 then click ok
Then select each piece and move it if you select edge tool and click an edge the connected one goes blue
Then select each edge and go to tools and stitch selected ,repeat until full net
Move and resize so it fits boundaries.
Then go tools render UVW template and render it
Then save it as a jpeg and open in Photoshop
Then add your textures to it.
Then we saved it as a jpeg then went to the material editor clicked the box next to diffuse,bitmap then loaded in the jpeg.Once we did that we dragged it onto the box and shown it in the shaded view port.
This is my crate scene rendered.

UV Tiles

Uv layout is an important part of texturing a model. Uv mapping operations automatically fit UV's within the default 0 to 1 texture space,but working with one texture map can make it difficult to equally distribute detail to every area of your model. You can work with Uv tiles outside of the default texture space applying a different texture to each tile maximising the resolution of your texture. the resolution of the packing grid used to place UV shells next to each other in the UV space. Higher values are slower, but produce better results when there are a lot of smaller shells. Default value is 256.

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Texture Mapping


Is a method for defining high frequency detail.surface texture or colour information on a computer generated graphic known as a 3D model.Texture mapping is commonly known as diffuse mapping simply wrapping and mapping 2D textures onto a 3D model. 

When texture mapping the model's surface into the texture space, the texture map is visible in its undistributed form. UV unwrapping tools typically provide a view in texture space for manual editing of texture co-ordinates. Some rendering techniques such as subsurface scattering may be performed approximately by texture-space operations.








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Unwrapping Software


Unfold3D: is a software used to unwrap 3D models.


Ultimate Unwrap 3D


Ultimate Unwrap 3D is a speciality Windows UV mapping tool for unfolding and unwrapping 3D models. It includes an easy-to-use UV co-ordinate editor, a standard set of UV mapping projections such as planar, box, cylindrical, and spherical, as well as advanced UV mapping projections such as face UV mapping, camera UV mapping, and unwrap UV faces for those difficult to map areas on a model. It is ideal for artists, professionals, modellers, game developers, and hobbyists, and easy enough to use for all levels of computer users.

Zbrush


ZBrush is a digital sculpting tool that combines 3D/2.5D modelling, texturing and painting. It uses a proprietary pixel technology which stores lighting, colour, material, and depth information for all objects on the screen. The main difference between ZBrush and more traditional modelling packages is that it is more for sculpting. 




UV Mapper

Is a standalone texture mapping utility for the creation of UV coordinates for n-sided polygonal 3D models.



Knald

Knald is a ground breaking, standalone, ultra-fast GPU powered solution for generating incredibly high quality textures from high to low polygonal meshes via The Baker or any 2d source texture, such as photographs & height maps, from the real-time colour to normal mode & the normal & height Maps provided by The Integrator.
It provides the tools you need to reduce iteration times, increase the quality of your project & improve the productivity of your artists by integrating seamlessly into current physically based pipelines with Knald’s next generation feature set.



These are my mood boards of concepts I could recreate some of these concepts are 3D not 2D therefore they cannot be used.
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Asking For Permission 

Before we use these pieces we must get permission off of who created it.We got all of our images from artstation because its easy to contact the artist by commenting on the art.



I have asked permission for Alberto to recreate this piece but no reply as of yet.


I recently asked permission to recreate this piece i think this would be a good piece to recreate in 3DS max because you could get a good look inside at the details. It also wouldn't be too hard but would still be challenging for my skill level.


I have been given permission to recreate this piece in 3Ds max. The owner of this image just requested that is used for a non commercial use which it will and that I tag her name in it.

Asset List

Closed Case:
Red hinges
Blue lid and bottom
Grey/white box for closing.

To model the closed case it will take around 5 mins for each assest.- estimate time 20-30mins
The closed case will only need a normal map to create the indent on the lid- Estimate time 5 mins
the red grey and blue will take less than 5 mins to colour and apply to the case.

Open Case:
Red hinges
Blue lid and bottom
Grey boxes inside bottom and top
4 main cylinders
4 smaller cylinders
Wires
Screen output
Screen
Holes inside the lid
To model the open case it will take a long time. the red hinges,grey box and blue lid and bottom will wont take long because i can copy them from the other case-estimated time 5 mins max.

To model the 4 main cylinders will be easy it will be a cylinder with a inset on the top face and then copied till i have the amount necessary-estimated time 10 mins max.

To model the smaller cylinders will take longer because they have more detail and parts to them but once i have created one then copied till i have the amount necessary-estimated time 20 mins max

To model the wires that attach to the smaller cylinders into the screen output that will take 1 minute at maximum.

To model the screen output it will consist of a cylinder using spline to create the shape of it the extrude a face in to create the hole in the middle-estimate time 20 mins.

To model the screen its self it will be a plane with a uv on it the plane will take seconds to create the uv will take about 5 mins.

To model the holes in the lid it would take ages so instead i decided to use Boolean although its unstable if i didn't it would of taken hours-estimated time 5mins

To UV and texture the hole open case it would take along time but i will get it done in around a week max.

Action Plan
My actions plan will be to model the closed case first because it will be the easiest and then i can leave the rest of my time on the harder open case once i finished both cases i will start to Uv and texture them.doing it in this order should give me plenty of time to finish my 3D modeling and texturing so then i have enough time to evaluate my work.


Modelling process 



To create the top I made a box and chamfered each edge.


To create the hinges I had to create a box and extruded each side
then grabbed the top vertex's and moved them down.   

Then I copied it and moved it to the other side

to create where the tab will go I bridged the hinges and added 2 connects 

To create the tab I extruded the connects and selected the front vertex's and pulled them in.

To create the bottom I copied the top and flipped it and put it onto the middle box.
This is the model it will need mapping and texturing to make it better.




I also will model the other case that is open.



To create the open case I copied most of the things from the closed case but flipped it open.














To create the main cylinders I create a cylinder and used the inset tool
and then extruded it in.















This is it practically complete without textures.

















I used a similar technique to create the smaller cylinders and the
wires are turbo smoothed boxes.

To create the screen I used a cylinder and splined it.































This is both cases without any textures on them. 
















UVing 

Now its onto Uving my cases:
This is the UV and the template of the smaller cylinders. 
This is the Colour and Normal map of the top of the closed box to create that indent
at the top.
This is the UV and template of the screen output.
This is the UV and the template of the main cylinders.

This is the UV of the mars map to be put on a plane I found out it would be better darker then adding a light
only including the map.

This is the 2D sketch by Alina Kochemasova Below are all my renders.







Once I finished I decided to go back and add some finishing touches like lowing the opacity of the mars map to make it look more realistic as if it is a hologram.

I also decided to add ambient occlusion because it adds more geometry and detail.

This is the original without ambient occlusion.
This is just the ambient occlusion on.

This is the final render with the ambient occlusion on.




This is the 2D reference.


Evaluation

Our project was to take a piece of 2D art and make it 3D using 3ds max. I spent a long time searching for one I thought would be plausible to recreate. So once I found a few options, I thought I could recreate I had to comment on the artwork asking for permission to use it as a reference. It took a long time to get them to reply but eventually everyone replied around Christmas time.

I decided to choose the sci fi case created by Alina Kochemasova because it was unique and would be easy, but some aspects would also be challenging to create.The texturing of it would be fun and would look awesome in 3D. Also I could see it being used in a game.

Going through the modelling process there were a few problems such as creating the holes for the lid of the case because it would be hard to recreate, so we had to use Boolean which can be unstable.It was the quickest way to do it, if I decided to take more time and I could do it as a Uv with a normal map. The majority of the modelling consisted of boxes.

If I wanted to spend more time on this I could reduce how many polygons were used, so it could be used for a game without destroying the fps,I could have spent more time on extruding, making sure there are the least amount of polys.
These are my Uv templates
In my opinion my Uv's are fine and are to the best of my abilities i have gone over all the seams have been painted over and are not visible,considering i have not been uving for long i am proud of myself. i believe there is no noticeable stretching in my UV's.  

The aspects that are strong about my project are the glossy finish added onto to the floor to add the realistic reflection and the ambient occlusion added in the image using Photoshop to give it more depth and geometry.

At the start of this project I set myself a goal of making this piece look better than the 2D version which I think I have done by using 3D software.This can add more detail to a piece, making it look more realistic.I have learnt most of my skills from observing my tutor and then attempting it myself.That’s how I learn best.

Overall creating this was a lot of fun and it turned out great. I wouldn’t change anything about it. I have learnt a lot during this project about 3D modelling and Uving as before I knew nothing about it.As this project has developed I have gained more skills in modelling and texturing due to my tutor's assistance. I have used my skills to create this piece and will take these to university to further my career.I defiantly overstepped my expectations for this project.I adore it.



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