3D Modeling / Exercises

28/08/2023 - 01/10/2023 / (Week 1 - Week 5)
Derin / 0354969 / Design in Creative Media
MMD 60804 / 3D MODELING
Exercises



INSTRUCTIONS

   

Exercises (20%)
Interim deadlines see previous pages. There will be exercises or projects due each week, so it will be critical to maintain the schedule, or you will fall behind quite quickly.

Description These exercises will introduce the 3D polygonal modeling tools and techniques from the basic to intermediate level. Students will be able to produce a good polygonal surface and optimized for subdivision modeling that work best for animation production. The created model will be presented using the rudimentary of Open GL material and rendering preview.

Deadline:
Week 4


EXERCISES

Exercise 1: Model Blocking

Fig 1.1 Instructions

In this exercise, we will be creating a figure model in Blender by combining various primitive shapes. We will utilize the Workbench rendering engine and apply modifiers such as array, bevel, subdivision, and simple deform, which are concepts we have covered in our class.


For this exercise, I have chosen to model a sewing machine. I started by sketching out the sewing machine's design, a crucial step to grasp the design's direction and prevent any confusion during the modeling process. To find references and inspiration, Pinterest is your best friend!!! After studying and referencing numerous designs, I settled with the design in Fig 1.2.  I tried sketching it from different angles to get a better feel for it.

Fig 1.2 Sketch

Let's take this to blender :)

My initial submission for this exercise was incorrect as I wasn't supposed to use the edit mode and instead use the things Mr. Kamal taught us in week 2.

Fig 1.3 Scrapped model - Initial submission (10/09/2023)


I began a new simplified model by constructing the fundamental shape. It did take me some time to configure the tools and modifiers but hey, I managed to..! Since I previously have already made a detailed sewing machine, simplifying one was easy. I kept the important shapes into the new model.

Fig 1.4 Constructing


To create a right-angle trapezoid, I began by configuring the transformation to only affect the origins. Next, I employed the transform tool to relocate the cube's origin to the edge. Then, I applied the simple deform modifier, switched to taper mode, and selected the Z-axis. Subsequently, I adjusted the factor as needed. I utilized this technique for the sides that needed the trapezoid shape.

Fig 1.5 Switching Transform to only affect Origins

Fig 1.6 Moving the Origin point to the edge

Fig 1.7 Using Taper to create the right-angle Trapezoid


Once I finished crafting the sewing machine, I went on to set up the camera, adjust the lighting, and positioned flat planes to serve as the background. I followed the submission requirements such as the render resolution and used Viewport Render Image to render the final image and save as PNG format.

Fig 1.8 Setting up the layout and camera angle

Fig 1.9 Initial Submission

When I asked feedback from Mr. Kamal, he advised me to use shadings and have the background colored. He also says to increase the number of vertices for the cylindrical shapes for a smoother outcome. I chose a complimentary color for the barrel. I also changed the camera angle a little.


Final Outcome

Fig 1.10 Final Outcome for Exercise 1 with Wireframe, PNG - Week 2 (14/09/2023)

Fig 1.10 Final Outcome for Exercise 1, PNG - Week 2 (14/09/2023)


Exercise 2: Cylindrical Modeling

For Exercise 2, which involves cylindrical modeling, I chose to create a 3D model of a barrel. I began by conducting a Google search to find references.

Fig 2.1 Reference image

Mr. Kamal advised that before creating the 3D model, it is better to have proper planning (itinerary) outlining the steps to create the object.

I began by creating a cylinder with 12 vertices as a base shape of the barrel. This week, Mr. Kamal instructed us on the use of edit mode in Blender and its associated tools such as Extrude, Inset, Bevel, and Loop Cut. To create the width curve of the barrel, I performed a Loop Cut (Ctrl+ R) and adjusted the number of cuts using the scroll wheel. I settled on 4 cuts to match the reference image accurately. Following that, in Face select mode, I selected the three inner rows by using Shift + Alt along the vertical line of the barrel, which allowed me to select the rest of the row from the selection. Then, I utilized the scale tool to adjust their width.

Fig 2.2 Creating the cylinder as the base shape

Fig 2.3 Loop Cut

Fig 2.4 Scaling


After creating the barrel's shape, I proceeded to create the metal grid. I changed the select mode to edge select and selected the four cuts. Then, I used the bevel tool to adjust their width. To create more space in the middle, I utilized the Transform bar and adjusted the coordinates after selecting two opposite ends. I employed the Extrude along normals function (found by clicking and holding the extrude tool option) and made the necessary adjustments.

Fig 2.5 Creating the grid of the barrel

Fig 2.6 Adjusting the width

Fig 2.7 Extruding the grid (wild barrel in the background from previous attempt :P)


To create a sunken appearance for the top and bottom faces of the barrel inward, I began by selecting both sides and using the inset faces tool. After that, I employed Extrude along normals to sink in the inner face. For the wooden plank effect on the inner face, I selected parallel vertices (in vertex select mode) and connected them by pressing J. To finish, I applied color using the material option in the Viewport Display.

Fig 2.8 Inset

Fig 2.9 Joining vertexes together

Fig 2.10 Coloring the barrel


After completing the model, I added some additional elements such as a spyglass and coins as decorations. Once I grasped the fundamentals, creating these additions wasn't as challenging. I also utilized the array tool to stack the coins in the Z-axis. Last but not least, I arranged the display showcase for the 3D models I had created.

Fig 2.11 Spyglass and coin

Fig 2.12 Arranging the 3D models


Fig 2.13 Initial submission

When I asked feedback from Mr. Kamal, he advised me to use shadings and have the background colored. I chose a complimentary color for the barrel. I also changed the camera angle a little.


Final Outcome

Fig 2.13 Final Outcome for Exercise 2 with Wireframe, PNG - Week 3 (14/09/2023)

Fig 2.13 Final Outcome for Exercise 2, PNG - Week 3 (14/09/2023)


Exercise 3: Box

For Exercise 3, we are tasked to create any object made of box shape. I chose to create a 3D model of a this car in Fig 3.1 and 3.2 from the music video 'On Your Mark' made by the Ghibli Experimental Theater. The reason for this is that they already have the concept art for the car model, and that it appeared cute and cartoony c:

Fig 3.1 Concept vehicle #1

Fig 3.2 Concept vehicle #2


I started off by creating the base shape of the car. After creating the basic shape, I refined the basic shape using Loop cut with the references in mind.

Fig 3.3 Creating the base shape

Fig 3.4 Refining the car

Fig 3.5 Adding the windshield

Next, I incorporated the finer details of the car. This stage involved numerous trials and errors, and the details may not align precisely with the references because I needed to maintain a simplified approach. Additionally, I worked on creating the car's interior.

Fig 3.6 Car Interior

Final Outcome

Fig 3.7 Final Outcome for Exercise 2 with Wireframe, PNG - Week 5 (24/09/2023) 

Fig 3.8 Final Outcome for Exercise 2, PNG - Week 5 (24/09/2023)


Exercise 4: Karambit

For Exercise 4, karambit modeling involves hard surface modeling is a technique used for creating 3D models with smooth and solid surfaces. We are taught to model Karambit using the b. The reference image of the karambit in Fig 4.1 is provided by Mr. Kamal.

Fig 4.1 Reference Image


I followed Mr. Kamal's instructions accordingly to create the karambit model. The overall process is to model after the reference provided.

Fig 4.2 Process work


Final Outcome

Fig 4.3 Final Outcome for Exercise 2 with Wireframe, PNG - Week 5 (01/10/2023)

Fig 4.4 Final Outcome for Exercise 2, PNG - Week 5 (01/10/2023)



FEEDBACK

Week 3
General Feedback
Mr. Kamal advised that before creating a 3d model, it's best to plan the steps beforehand (create an itenary). Having a proper understanding of the tools is also essential as a designer.
Specific Feedback
Mr. Kamal says that the models and the background could use some colors and shading. For the first exercise, it is advised to use normal transform and modifiers tools in object mode, not in edit mode. So, don't use extrude or combine shapes together and stay at the required level. He quoted that the challenge for this exercise is to make an object simpler. After showing the simplified model, he advised to increase the number of vertices for the cylindrical shapes for a smoother outcome.

Week 4
General Feedback
For the composition, don't make the edge of the frame too close to the model. He also reminded us to stick with viewport rendering.
Specific Feedback
Mr. Kamal reminded me to keep it simple.

Week 5
General Feedback
Make sure the shapes don't overlap each other. Consider using 'Cavity' along with the shading, this option could be found in the dropdown menu of the Viewport Shading.
Specific Feedback
The 3/4 angle for the composition is good, but don't make the camera tilted. Keep the background simple so that it doesn't overthrow the car model. Although there were overlapping shapes for my car model, Mr. Kamal said that it's ok since the way to make it not overlap hasn't been taught in Exercise 3.

Week 6
Specific Feedback
Mr. Kamal says not to have the color of the blade too dark, the handle should have a contrasting color as well. He also recommends to change the composition of the overall karambit