Computer 3D artwork has many facets to it such as modeling,
texturing, animation, and lighting. Many computer 3D packages will
tout the capability to create common objects (like a face) quickly.
The creation of a generic 3D object which anybody will recognize,
such as an airplane or chair, is relatively easy, but the creation
of a very specific object, particularly one that many people
recognize and are very familiar with, like the face of Abraham
Lincoln, is much more difficult. I will show you a relatively
simple technique of creating models by first building precise but
simplified constructs out of common shapes which can then be used
to expedite the creation of models and can be used in most 3D
packages. The first most important step in creating a model is to
do some research. Research can range from a ten-minute sketch of
your model on a napkin to many days of research in the library or
the Internet. You should be looking for views of your subject from
all angles, variants of the model that may have existed, color
schemes, or other related information. Once you have some
references, you may want to do a couple more things, which could
also help you. Create a large compilation of images of the model
and apply some grids to the images for reference. I sometimes use
transparencies with grids printed on them just for this purpose.
Sculpting a model from clay can be useful too. And consider
purchasing a plastic model kit if one is available. Of course, none
of this research or preliminary work is absolutely necessary but it
can be a huge help, especially if what you are working on has a lot
of details like an ancient sailing ship or a car engine. The next
thing is to translate the references and research into the
computer. Some applications have the capability to import images as
a backdrop to build a model onto. This interface can sometimes be
clumsy and difficult to perform. Another technique is to build the
model by stacking 'simple primitives' into a simple but precise
shape of the final model. If your 3D package also supports
deformers, they can be applied to the primitives to improve the
primitive final construct. Additionally, using this technique can
resolve several issues with your model ahead of time.
Decisions can sometimes be made ahead of time concerning the steps
and level of details the final model needs. For example, you may
not need to put in all the rivets on the wings of an airplane.
Maybe some of the details can be applied through the texture
instead of through more wire frame components. You may also be able
to make preliminary decisions on how you plan to construct the
final product. Certain main components may need to be built first
as the basic reference point and this technique can help with these
types of decisions. You can use the primitive model as a prop in
your sets for lighting and texturing tests too. If the final
product will have many copies of the model, it may be possible to
use the primitive as one of the backdrop small versions of the more
detailed final model; for example, ants on an anthill could use the
detailed models close up and the less detailed models in the
distance. Once you have confidence in the simple scaled primitive
construct, you can start building the final model over the top of
the primitive, which provides a great way to check how the
components you are creating fit into the final product. For this
reason, it's crucial for the geometry and dimensions of the
primitive model be correct so that your line-ups with the final
detailed components come out correct.
This technique is not necessarily limited to mechanical types of
models or models which require strict accuracy either. Many organic
and other common non-confirmative models can be prototyped in this
manner. A skeleton is a good example. No two real skeletons are the
same but we, as humans, are very familiar with the shape of a human
skeleton. Odds are, the first whack at a skeleton model will
significantly benefit from prototyping the major bone components
through simple primitives first. While it's relatively easy to go
out and download or purchase a human skeleton model, it might be a
little more difficult to get one of a platypus and you never know
when you are going to need one of those! This technique can help
you get there. This issue will probably be more critical for models
that have many components that need to fit and scale well with each
other, particularly if the model is to be animated. Let's look at
the skeleton idea again. Constructing the arm bones, hand bones,
and connecting the arm to the rib cage, shoulder bones, etc., will
be much easier when you know how long each bone should be ahead of
time and how each bone looks beside all the other major components
without having to have the whole model completed ahead of time.
It's very annoying to be creating a model and realize that some of
the major components, which were built early on, are too long or
too small. This can lead to many hours of reconstructive surgery on
a model and can be rather frustrating.
Another unusual aspect of using this technique is the reduction of
error or the purposeful introduction of perspective for scenes that
have unusual camera angles. If you make the mistake of building
your precise primitive model using camera views which aren't
isometric, it can lead to disappointing results particularly when
you move the camera to a new angle. If you get it right the first
time, it will always be right. If you are creating something
strictly out of your head like a cartoon character or space ship,
building something with simple primitives can also be a big help in
the creation process. Making lots of versions of a model can lead
down paths that may not have been in your original vision.
Animating simple constructs can also help in prototyping your plans
and for storyboarding. Simple primitives will also render a lot
faster so testing should be easier and quicker. The use of simple
primitives can go a long way to helping you create complex objects
and scenes quickly, easily, and reduce your iterations for a final
product. Their uses are practically unlimited and once you get used
to building them, you will probably find them fun to play with and
cool to create.
About
Kixum: Howdy! I'm Kixum, currently the moderator for the
Carrara Raydream forum here at Renderosity. I've also been
appointed the Amapi forum moderator formally but I'm just a newbie
there. In real life, I'm an engineer who hasn't decided yet to quit
his day job to become a computer 3D artist. My work here at
Renderosity started when I began the Carrara Raydream Resource CD
project. That was around October 2001. My life in computer 3D
artwork started a long time ago when I purchased the Corel Draw 6
package which contained Corel Dream 3D. As time progressed,
Raydream picked up more features, which I followed. Eventually
Carrara entered the scene and finally, after a long dry stint,
Eovia got it's hands on it and now we have a living/evolving
software package that I can manage. Star Wars and Star Trek stuff
are clearly two favorite things I like to work on and I've always
had a love for playing music. Thirteen years of piano lessons
coupled with my bizarre attraction to the Fife keeps our household
busy with homemade music. My love of photography continues to grow
and I enjoy it more as I go photograph some of the incredible
places in the U.S. Everybody has an artistic talent. It just takes
the right palette to paint from to truly show it. -Kix
The Magazine Interact Forum's Back Room is the
place to go for
editorials, magazine excerpts, discussions, and plenty of
surprises. Also, if you haven't done so yet, you can buy single
issues or the whole magazine collection (Issues 1-8) in
our Marketplace. And don't forget that Issue
8 is now available! To find your way there, go to the Magazine
Interact Forum, and click on the link to the Back
Room at the top.
Comments