How are 3D models
constructed? Describe and explain the different modelling techniques available
to a 3D designer.
Polygonal Modelling
A polygon mesh is a collection of vertices, edges and faces that defines the shape of an object in 3D. The faces usually consist of triangles, and quadrilaterals. Although it is possible to construct a mesh by manually specifying vertices and faces, it is more common to build meshes using a variety of tools and techniques.
http://www.tsplines.com/UserManual_files/image058.jpg
Primitive Modelling
A common method of creating a polygonal mesh is by connecting together multiple primitives, which are predefined polygonal meshes created by the modelling environment.
http://www.webreference.com/3d/cararra/images/fig1_12.jpg
Common primitives
Common primitives are the simplest polygonal models that 3D software can create, and make it easier for a user of the program to create a model by using this as a base for their modelling. Some examples of primitives are the box, cone, sphere, cylinder and the tube.
http://upload.wikimedia.org/wikipedia/en/7/70/Selection_of_Standard_Primitives_in_3ds_Max_9.png
Box Modelling
This is a technique used in 3D modelling where the model is created by modifying primitive shapes to create a rough draft. A primary function of box modelling involves extruding and scaling the faces, which are the flat planes that make up the model.
http://www.cgarena.com/freestuff/tutorials/max/chineseGirl/head.jpg
Extrusion Modelling
In this method of modeling, you create a 2D shape which traces the outline of a photograph or a drawing. This is usually done more commonly using the line tool, because of its simplicity and because it is very easy to work with.. A second image of the subject from a different angle extrudes the 2D shape into a 3D shape by following the shape’s outline. This method is often used for creating faces and heads in modelling, and artists usually model half of the head and duplicate the vertices, invert their location relative to a plane and connect the two pieces to ensure that the model would then be symmetrical. This method is widely used by 3D artists because it is practical, quick and simple.
http://learningtonormalmap.files.wordpress.com/2011/03/screenshot018.jpg
Polygonal Modelling
A polygon mesh is a collection of vertices, edges and faces that defines the shape of an object in 3D. The faces usually consist of triangles, and quadrilaterals. Although it is possible to construct a mesh by manually specifying vertices and faces, it is more common to build meshes using a variety of tools and techniques.
http://www.tsplines.com/UserManual_files/image058.jpg
Primitive Modelling
A common method of creating a polygonal mesh is by connecting together multiple primitives, which are predefined polygonal meshes created by the modelling environment.
http://www.webreference.com/3d/cararra/images/fig1_12.jpg
Common primitives
Common primitives are the simplest polygonal models that 3D software can create, and make it easier for a user of the program to create a model by using this as a base for their modelling. Some examples of primitives are the box, cone, sphere, cylinder and the tube.
http://upload.wikimedia.org/wikipedia/en/7/70/Selection_of_Standard_Primitives_in_3ds_Max_9.png
Box Modelling
This is a technique used in 3D modelling where the model is created by modifying primitive shapes to create a rough draft. A primary function of box modelling involves extruding and scaling the faces, which are the flat planes that make up the model.
http://www.cgarena.com/freestuff/tutorials/max/chineseGirl/head.jpg
Extrusion Modelling
In this method of modeling, you create a 2D shape which traces the outline of a photograph or a drawing. This is usually done more commonly using the line tool, because of its simplicity and because it is very easy to work with.. A second image of the subject from a different angle extrudes the 2D shape into a 3D shape by following the shape’s outline. This method is often used for creating faces and heads in modelling, and artists usually model half of the head and duplicate the vertices, invert their location relative to a plane and connect the two pieces to ensure that the model would then be symmetrical. This method is widely used by 3D artists because it is practical, quick and simple.
http://learningtonormalmap.files.wordpress.com/2011/03/screenshot018.jpg
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