3D MODELING ✦ TASK 1: EXERCISES ✦

 23.9.2024 -14.10.2024 (Week1-Week4)

liuziyu/0367533/Bachelor of Design (Honors) in Creative Media

3D MODELING

Task:Exercises

Week1

INSTRUCTIONS



Week 1:

Lecture:

In this week’s class, the teacher introduced the work content for this semester and the requirements for each module. The course will focus on 3D modeling, covering several important topics. First, the teacher explained the basic concepts of 3D modeling and its applications in industries such as gaming, animation, and architecture. 

Next, there was a brief introduction to commonly used modeling software like Blender and Maya, along with their basic functions. The class emphasized the goals and expected outcomes for each module this semester, including the format of assignments and evaluation criteria. Finally, the teacher shared some real-world examples to demonstrate how 3D modeling plays a role in different fields. This lecture provided students with a clear learning framework and sparked interest and enthusiasm for exploring 3D modeling.

Week 2:

Lecture:


This week, we learned about Blender, a powerful 3D creation software. The teacher introduced its features, demonstrated how to use it, and guided us to practice hands-on. Here is my understanding and progress with Blender:

1. Basic Operations: I learned about Blender's interface layout and common shortcuts, such as switching views, adding basic models, and editing them.

2. Modeling Techniques: I practiced using basic geometric shapes for modeling and learned how to adjust vertices, edges, and faces to create complex forms.

3. Animation Creation: I experimented with setting keyframe animations, creating simple motion and rotation effects for objects.

4. Rendering Features: I gained a basic understanding of the differences between the Cycles and Eevee render engines and experimented with adding light sources and rendering scenes.

5. Self-Exploration: During the process, I explored adding materials and textures, trying to create more expressive appearances for the models.

Through this learning experience, I realized Blender's powerful capabilities and understood that mastering it requires more practice and exploration. I look forward to learning its advanced features in future lessons.

Week 3:

Lecture:

This Week’s Lecture

This week, we focused on the basics of 3D modeling and its workflows. Here’s what I learned:  

1. Destructive 3D Modeling  
   Changes directly alter the model permanently unless undone.  
   Useful for detailed tasks like game assets or product designs where precise geometry is needed.  

2. Symmetrical Modeling  
   Create one half of the model and mirror it for symmetry, often used in character modeling (e.g., faces, limbs).  
   The Mirror Modifier provides a non-destructive way to achieve symmetry.  

3. Creating Primitives 
   Started with basic shapes like cubes, spheres, and cylinders.  
   Adjusted initial settings (size, segments, location) before making edits to ensure a clean base.  

4. Polygon Components
   Learned about polygon surfaces and normals, which define the outward-facing side for proper rendering.  
   Explored Object Mode (entire object) and Edit Mode (vertices, edges, faces) for shaping models.  

This lecture provided a solid foundation for understanding 3D modeling workflows and tools in Blender.

Week 4:

Lecture:

This Week’s Lecture Summary 

This week, the lecture covered essential 3D modeling concepts and tools, focusing on workflows and techniques. Here’s a breakdown:  

1. Polygon Surfaces and Normals 
   Normals: Indicate the outward-facing side of polygons, crucial for rendering and shading. Ensuring correct normals avoids issues like flipped surfaces.  

2. Object Mode vs Edit Mode  
   Object Mode: Manipulate the entire object (move, scale, rotate).  
   Edit Mode: Work on individual components (vertices, edges, faces) to modify geometry.  

3. Component Selection  
   Switch between vertices, edges, and faces to shape the model.  
   Selection tools include box select, lasso, and circle select for precision.  

4. Component Transformation and Orientation  
   Transform components with tools for moving, scaling, and rotating.  
   Use orientation settings (global, local, normal) for accurate transformations.  

5. Snapping  
   Align objects or components to grids, vertices, edges, or faces for precise placement.  

6. Proportional Editing  
   Edit one component while smoothly affecting nearby geometry. Useful for organic shapes.  

7. Destructive Modeling Tools  
   Tools like Knife, Extrude, and Bevel directly alter geometry permanently.  

8. Non-Destructive Tools (Used in Destructive Workflow)  
   Modifiers like Mirror, Subdivision Surface, and Array allow experimentation without changing the base geometry permanently.  

This lecture provided practical techniques and tools to enhance modeling workflows in Blender, blending destructive and non-destructive methods for flexibility and precision.


EXERCISES:

Week 1:

Primitive Modeling



Assignment requirements:
  • Using Blender, model the object. Use the transform tools to manipulate the object, and you can use the modifier tools to deform the model. Render the built object.
  • Set the output size to 720p (1280 x 720). Render the final image using the viewport render image and save it in png format.

I used a cube and a longitude and latitude sphere to create this model. My inspiration came from Kirby, whose original form was a spherical body, but I changed it into a cube. I thought this transformation would be more interesting.




Since I just started using the blender software and was not very familiar with it, I was unable to render a good-looking color in the end, so I set it to gray. Below is my final result.







Week 2:

Cylindrical Modeling



Assignment requirements:

  • Use any object made of cylindrical shapes, such as plates, bottles, bowls, glasses, etc.
  • Use multiple different objects to combine.
  • Use primitive cylinders to model objects using modeling tools such as extrusion, bevel, inset, and spiral. Apply a smooth modifier and adjust the sharpness or smoothness of corners using various techniques.
  • Use viewport rendering in Blender for final output. Output size is 1280 x 720 in png format.

  1. I used the ring and the shortcut keys that the teacher taught us to use to create the plate and the goblet. In order to make them look less monotonous, I added another plate to make the whole picture more complete. Finally, I rendered them and added the colors that I personally thought were good.
  2. When I was creating the plate and the goblet, I found that the smoothness of the objects was not high when they were just built, and they were bumpy. At this time, I remembered that the teacher said that pressing the right button would smoothen the objects, so I used the smoothness to make the objects look smoother, but it was still missing a little, so I explored and learned, and finally found that I could use the surface refinement in the modifier in blender to improve the smoothness of the entire object.
  3. Below is my final result.





Week 3:

Box Modeling



Assignment requirements:

Use any object made from a box shape, such as electronic devices, vehicles, furniture, etc. Keep it simple and fun.

Using the modeling tools you learned in class, model the object using the primitive cube using the box modeling technique. You can combine it with other shapes like cylinders, spheres, etc., but the main shape must be in the box.

Apply basic materials and colors.

Use viewport rendering in Blender for the final output. The output size is 1280 x 720 in png format.



Below is my production process. I followed the teacher's instructions step by step in class. In the end, my submission was also this car.








Week 4:

Kerambit Modeling



Assignment requirements:

Download the provided blueprint/reference.

Use the image as a reference for modeling.

Model the claw knife using the organic modeling techniques and tools you learned (extrude, insert, loop, knife, symmetry)

Apply basic materials and colors.

Use viewport rendering in Blender for final output. Output size is 1280 x 720 in png format.


I think this modeling design is more challenging and difficult for me than the previous ones. I couldn't keep up with the teacher's explanation speed, so I asked the teacher for help many times. The teacher helped me a lot, especially the position of the blade. With the help of the teacher, it became very beautiful. The following is my final creation.



Feed back

Week2: I showed my goblet to the teacher and he said it was very well built.
Week3: I showed my car model to the teacher, and the teacher said the wheels were too wide, and then helped me adjust it.
Week4: I showed my model to the teacher, and he said that the blade was too thick and too short, and should be made longer and thinner to make the knife sharper.


                                                         REFLECTION


During this time I learned the basics of 3D modeling and how to use Blender. Here are my reflections:

I practiced shaping objects by editing vertices, edges, and faces, turning simple shapes into more detailed models.

At first, the interface was confusing, but with practice I got better at navigating and using tools like sculpting and texturing.

Precision is hard, especially with detailed parts, and managing all the features can feel overwhelming at times.

Through practice, I improved my focus and problem-solving skills, and learned to be patient when creating models.

I want to try more advanced tools like rigging, sculpting, and lighting to make my models look better.

Blender is powerful, and I'm excited to continue learning and creating with it!


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