3D Modelling / Exercises

13/10/2023 - 24/11/2023 / (Week 3 - Week 9)
Naura / 0356798 / Interactive Spatial Design
MMD60804 / Spatial Design 1
Exercises


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WEEK 2 - 06/10/23

INTRO TO ARRAY MODIFIER

Fig 1.1 My staircase ^^

In our class, we worked on creating a staircase using Blender, utilizing the array modifier. This technique allowed us to efficiently duplicate and position the individual steps of the staircase, ensuring uniformity and precision in their arrangement.
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WEEK 3 - PRIMITIVE 3D MODELLING

Fig 2.1 Exercise 1 Instructions

For this task, we'll craft a figure model using Blender by combining different basic shapes such as cubes and planes. We'll make use of the Workbench rendering engine and employ modifiers like array, bevel, subdivision, and simple deform, all of which we've discussed in our class.

My chosen object is a sofa, which can be broken down into simpler shapes such as cylinders and cubes. To achieve this, I explored additional tools and resources outside of class, including YouTube and Skillshare. This project has to be submitted before the start of week 4.


Fig 2.2 Making the Sofa's Legs

For the legs, I utilized cylinders and applied the mirror modifier to duplicate them. To achieve a slanted shape, I utilized the drag tool (G) on the bottom surface of the shape and dragged it along the X-axis.

Fig 2.3 Using Loop Cuts

I employed a technique that involved adding two loop cuts on each side of the armrest in a vertical direction and one loop cut horizontally. I then extruded these faces upwards to achieve the desired height.

Fig 2.4 Building the armrest and cushions

Fig 2.5 Colouring

After completing the model of the sofa, I proceeded to arrange the camera, fine-tune the lighting, and position flat planes for the backdrop. I adhered to the submission guidelines, ensuring the rendering resolution met the specified criteria. Finally, I utilized Viewport Render Image to produce the final image, saving it in JPEG format.

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WEEK 4 - CYLINDRICAL MODELLING

Fig 3.1 Exercise 2 Instructions

We had no class this week therefore we were assigned a task worth 5% of our grade, which involved creating a model in Blender using predominantly cylindrical shapes. Since this task was closely related to our study space, I chose to model a coffee machine. My reasoning was that a coffee machine is a universally recognized element in study environments, as many of us rely on coffee to get through the day or long study sessions. Additionally, I selected the coffee machine as a subject to push myself beyond my comfort zone and tackle something more challenging than what I had previously worked on, aiming to develop and showcase my skills in a more complex project.

Fig 3.2 The top view of the Nespresso Virtual coffee machine

Fig 3.3 The front view of the Nespresso Virtual coffee machine


Fig 3.4 The side view of the Nespresso Virtual coffee machine

To accurately model the coffee machine, I needed to collect images of it from all perspectives — the sides, top, front, and back. This comprehensive visual reference would enable me to correctly place and proportion the cylindrical shapes in Blender, ensuring that my 3D model accurately represents the real coffee machine in detail and form. This step is crucial for achieving a realistic and precise representation of the model.

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The exercise for the following week has been derived from "mytimes". Although this isn't an assignment that has been formally assigned to us, I find myself eager to delve deeper into it. My motivation stems from a genuine interest in the content of this module and a desire to expand my knowledge and skills in this area. I see it as an opportunity to explore concepts and practices that might not be covered extensively in our regular coursework but are nonetheless valuable for my personal and academic growth.

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WEEK 5 - BOX MODELLING

Fig 4.1 Asking Google What is Box Modeling

I wasn't familiar with the term 'box modelling,' so I had to search for it on Google to understand what it meant. So, now that I've learned what box modelling is, I'm going to open Blender and start my project with a cube.

Fig 4.2 Opening blender and having a cube as my default

Fig 4.3 Using the Mirror modifier to duplicate it

Fig 4.4 Giving more dimension to the torso by using 'G' and moving it along the Y-axis

I realized I forgot to include more screenshots of my process. Essentially, I aimed to create a human body model in Blender without using sculpting techniques. This means I'm working on a low poly anatomy model, focusing on achieving the form through geometric shapes and careful placement of vertices, edges, and faces.

Fig 4.5 Final version of the male anatomy body

Fig 4.6 The wireframe for the model

I've found box modelling to be an unexpectedly enlightening experience. Initially, it seemed like a straightforward task: start with a cube and mould it into a more complex shape. However, as I progressed, I realized that this method was teaching me far more than just manipulating basic shapes.

Box modelling forced me to think critically about proportions, which are essential in creating models that are both aesthetically pleasing and structurally sound. It was a practical lesson in the importance of clean topology. I learned that how you connect vertices and edges can greatly impact the final product

Box modelling has been a critical step in my journey, laying the groundwork for advanced techniques in digital modelling.
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WEEK 6 - 03/11/23

SPIRAL STAIRCASE

Fig 5.1 My spiral staircase, the railing is a curved object, not a mesh

In our class, we tackled the creation of a spiral staircase using the array modifier in Blender. This method is an efficient way to construct complex structures like staircases with precision and symmetry. The array modifier allows for the replication of an object along a specified path or direction, which is ideal for creating the evenly spaced steps of a spiral staircase.

Using the array modifier for this project involved a few key steps:
  1. We started by creating the base object of the staircase, typically a single step.
  2. Then the pivot point for the rotation of the array was set. This is crucial for ensuring that the steps rotate around a central axis, forming the spiral.
  3. We then applied the array modifier to the base object, adjusting the settings to control the number of duplicates and the angle of rotation between each step to achieve the spiral effect.
  4. Adjustments were made to the positioning, rotation, and scaling of the steps to ensure a smooth, continuous spiral.
This exercise in class was not only a practical lesson in using Blender's modifiers but also an excellent example of how complex architectural elements can be created with relative ease using the right tools. 
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WEEK 6 - BOOLEAN MODELING

I discovered that Boolean modelling is a method in 3D modelling that involves manipulating objects with Boolean operations, primarily union, subtraction (difference), and intersection. Here is how they work:
  1. Union: This combines two or more objects into a single mesh. In a union Boolean, the overlapping areas of the objects merge, creating a new, unified shape.
  2. Subtraction (Difference): This is used to carve one shape out of another. You use one object to remove part of another, ideal for crafting complex shapes or hollows in a model.
  3. Intersection: This creates a new object from the overlap of two or more objects. It retains only the intersecting volume, discarding the rest.
Fig 6.1 I made cheese using the Boolean modifier

Here is how I did it:
  1. I started with the Triangular Prism Cheese Base:  I launched Blender and initiated a new project. To create my triangular prism cheese base, I pressed `Shift + A`, navigated to `Mesh`, and chose `Cylinder`. Then, I modified the cylinder's vertices to 3 in the Add Cylinder menu, forming a triangular prism.
  2. Making the first hole: For the hole in the cheese, I added a UV Sphere by pressing `Shift + A`, selecting `Mesh`, and then `UV Sphere`. I positioned this sphere to intersect with the triangular prism.
  3. Additional Holes: I duplicated the sphere to create more holes. By selecting the sphere, pressing `Shift + D`, and then moving the duplicate to a different location on the prism, I arranged multiple holes. I repeated this process to achieve the number of holes I wanted in my cheese.
  4. I Applied the Boolean Modifier to the Prism: Selecting my triangular prism cheese base, I opened the Modifier Properties and added a Boolean modifier. In the settings, I set the Operation to `Difference` and chose one of my spheres in the Object field.
  5. I Subtracted Each Sphere from the Prism: I applied the Boolean modifier with each sphere to carve out the holes in my triangular prism cheese.
  6. I Refined and Cleaned Up the Cheese Model: After applying the Boolean modifier for all the spheres, I deleted them as they were no longer needed. To enhance the realism of my cheese, I applied smooth shading and a subdivision surface modifier.
  7. I Added Color and Texture:  Lastly, I gave life to my cheese model by adding materials and textures. In the Material Properties, I created a new material and selected a colour and texture that mimicked real cheese.
Fig 6.2 UV Unwrapped for my cheese

Fig 6.3 My Final look of the cheese

In my opinion, the Boolean modifier is an incredibly efficient tool in Blender that significantly streamlines the workflow. It offers a straightforward and effective way to achieve complex shapes and designs, making the modelling process more efficient and less time-consuming.
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WEEK 9 - CHARACTER MODELLING AND RIGGING

Since this task involves character modelling, I want to create a character that is simple and not overly complicated, considering that I'm just a beginner. My aim is to focus on basic shapes and forms, avoiding intricate details that might be challenging at this stage.

Fig 7.1 The Aranara from Genshin Impact

Here is how I do it:


Fig 7.2 Making the body by using the box modelling and then subdividing to make it smooth


Fig 7.3, 7.4 Making the hat for the character

Fig 7.5 Creating the leaves of his hat using the mirror modifier, the leaves are reflected on the x and y-axis

Fig 7.6 Creating the egg's nest on top of the hat by adding a UV sphere and then deforming it a bit 

Since I wasn't too sure about how to rig a character, I decided to look up some tutorials on YouTube. After some searching, I came across a tutorial titled "3D Fox Character Rigging" by Ksenia Starkova. I found this particular tutorial to be very informative. It provided clear, step-by-step instructions that were easy to follow, making the complex process of rigging more approachable and understandable for me as a beginner. Watching this tutorial significantly enhanced my understanding of rigging in Blender and gave me the confidence to apply these techniques to my own Aranara character model.





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