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3D Modelling Reviewer.pdf

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3D Modeling Fundamentals Working with Objects Modeling Modifying a Scene will involve such things as moving and repositioning objects, reshaping objects, adding new objects, applying color, arranging lighting effects, positioning the camera etc. Modifying a basic shape (object) is the pr...

3D Modeling Fundamentals Working with Objects Modeling Modifying a Scene will involve such things as moving and repositioning objects, reshaping objects, adding new objects, applying color, arranging lighting effects, positioning the camera etc. Modifying a basic shape (object) is the process of Modeling. Another basic modification would be to move an Object in the Scene. Another Scene modification is to add Objects. MODIFYING OBJECTS (MODELING) As with the Scene, modifying Objects adopt the same philosophy. You start with a basic shape and modify (model) it to what you want. The basic shape is called a Primitive of which there several to choose. When the primitive shape is entered into the scene it is referred to as an Object. Blender automatically names Objects according to the shape i.e. Cube, Sphere, Cone etc. MODIFYING OBJECTS (MODELING) When you reshape (modify) the primitive Object to make a model you will rename It. Primitives are entered in the 3D Viewport in Object mode and reshaped (Edited) in Edit mode. All primitives are Mesh Objects in that the surface of an object is formed from a mesh-like fishing net with knots (Vertices) at the intersection of the strands (Edges). The spaces between the strands (holes in the net) are filled in and called Faces. PLACING OBJECTS IN THE SCENE The 3D cursor’s location is used to place new Objects. Press the Shift + A key (with the mouse cursor in the 3D window) to bring up the Add menu. The Object can be deselected by pressing the A key Multiple Objects can be selected by pressing and holding Shift DELETING OBJECTS If you want to remove an Object from a Scene you delete it by first selecting, then press the X key, and click OK Delete. NAMING OBJECTS RENAME IN THE OUTLINER WINDOW VIEWPORT SHADING Objects may be displayed in a window in different ways. The display options are called Viewport Shading. The default Viewport Shading is Solid. Press the Z key to toggle Solid and Wireframe MESH TYPES With the mouse cursor in the 3D window press Shift + the A key to reveal the mesh types selection menu. You may also click Add In the 3D window header for the same menu. The available mesh types (Primitives) are: DUPLICATING OBJECTS After adding an Object to your Scene you can duplicate it by pressing Shift + D key. The duplicate is shown in white indicating that it is in grab mode. Move your mouse cursor to position it in the Scene then LMB click to set it in position. OBJECT PLACEMENT To precisely place an Object, use Shift + S key to display the Snap menu MANIPULATING OBJECTS The three basic controls for manipulating an object are: G key (grab and move - translate), S key (scale), and R key (rotate). To lock the movement to a particular axis, press the G key + X, Y, or Z. G key + Y restricts the movement to the Y (green) axis. (Same as in scale and rotate) Scale Units: By default, the size of an object is expressed in Blender Units. You may elect to change this. In the Properties window, Scene Properties, Units tab you will see Unit System, Unit Scale, Rotation, Length, Mass, and Time, THE TRANSFORMATION WIDGET The Transformation Widget is a handy way of performing the manipulation operations of the G, S, and R keys. Subdivide Surfaces There are many ways Edit Mode > Select the geometry > Ctrl + R > Mouse wheel to subdivide surfaces. Edit Mode > Right click the geometry > Subdivide Edit Mode > Right click the geometry > Subdivide > Check the option box appear at the lower left Flat and Smooth Right Click the geometry > Shade Smooth or Shade Flat Editing Objects THE MESH OBJECT The default Blender Scene contains a Cube Mesh Object which by default is selected in Object mode. press the Tab key to enter Edit mode to see the basic components of the Cube Mesh. SELECTING VERTICES, EDGES, AND FACES In Edit mode: circular selection tool hold down the Shift key - To select multiple vertices Press the B key, hold and drag a window (Rectangle) - to select a group of vertices. Pressing the C key - will bring up a circular selection tool. (After you selected the area to confirm RMB To change the size of circle -> Plus or Minus keys on the number pad or scrolling the center mouse wheel. EXTRUDING SHAPES A more refined method of altering a shape is by Extrusion. Press E – to Extrude the face PROPORTIONAL VERTEX EDITING Proportional Vertex Editing is used to create a flow in the shape when editing vertices. To turn Proportional Vertex Editing on, in Edit mode, click the Proportional Editing button in the 3D window header or with the mouse cursor in the 3D window press the O key while in Edit mode. EDGE AND LOOP SELECTION When working with vertices, it is sometimes useful to select a group of vertices that form an Edge or a Loop. Mode Edit Mode (Vertex or Edge select mode) Menu Select ‣ Select Loops ‣ Edge Loops Hotkey Alt-LMB, or Shift-Alt-LMB for modifying existing selection. Edge Rings Mode Edit Mode Menu Select ‣ Select Loops ‣ Edge Rings Hotkey Ctrl-Alt-LMB INSET FACES The Inset Faces command causes new faces to be created inside or outside a selected geometry. Select the face > Press I -Inset DELETING AND ADDING VERTICES, EDGES, OR FACES Deleting: If you want to make a hole in a mesh, enter Edit mode and select the vertices, edges or faces you wish to remove, then hit the Delete key. Select (click) the item from the menu that displays. Adding Vertices and Faces: Place the Object In Edit mode. Deselect all vertices. Press Ctrl and click LMB where you wish to place a new vertex. Shift select three or more vertices. Press the F key to Fill the face https://youtu.be/WhWc3b3KhnY Splash Screen Blender’s default Screen Layout. Topbar (blue), Areas (green) and Status Bar (red). Workspaces are located at the Topbar. Blender’s ‘Layout’ Workspace with four editors. 3D Viewport (yellow), Outliner (green), Properties (blue) and Timeline (red). Status Bar. Area boundaries are indicated by rounded corners (yellow highlights). Note Areas to be joined must be the same size (width or height) in the direction you wish to join, otherwise nothing will happen. This is so that the combined area remains a rectangle. The regions of the 3D Viewport showing the Sidebar and the Adjust Last Operation panel after adding a Cube. Header (green), Main region (yellow), Toolbar (blue), Sidebar (red) and Adjust Last Operation panel (pink). Main Region At least one region is always visible. It is called the Main region and is the most prominent part of the editor. Each editor has a specific purpose, so the main region and the availability of additional regions are different between editors. See specific documentation about each editor in the Editors chapter. Header A header is a small horizontal strip, which sits either at the top or bottom of an area. All editors have a header acting as a container for menus and commonly used tools. Menus and buttons will change with the editor type and the selected object and mode. The Header of the 3D Viewport. Toolbar The Toolbar (on the left side of the editor area) contains a set of interactive tools. T toggles the visibility of the Toolbar. Adjust Last Operation The Adjust Last Operation is a region that shows tool options when tools (operators) are run. Sidebar The Sidebar (on the right side of the editor area) contains Panels with settings of objects within the editor and the editor itself. N toggles the visibility of the Sidebar. A HISTORY OF COMPUTER GRAPHICS AND SPECIAL EFFECTS Intended Learning Outcome At the end of the lesson, you should be able to 1. Discuss the history of computer graphics. The Beginning When we watch a movie like Avatar, we are seeing the results of nearly 200 years of dreamers. Charles Babbage Analytical Engine The earliest computers were electronic computers were used in World War II in the USA to help crack mechanical adding machines. communication codes, create artillery tables, and help with the mathematics needed to develop the atomic bomb. Before any graphics could be done on computers, there had to be a display. The first was another military invention, the Whirlwind, which used an oscilloscope to show an airplane’s location and a light pen to get more information about them. The Whirlwind computer at MIT (circa 1951). In this photo, Stephen Dodd, Jay Forrester, Robert Everett, and Ramona Ferenz (seated at the CRT display) convene at the Whirlwind I test control in the Barta Building at MIT. Source: Mitre Corporation Sketchpad In 1963 at MIT Ivan Sutherland created SKETCHPAD He is known as the father of computer graphics – A person could draw shapes, both two- and three-dimensional (2D and 3D), with SKETCHPAD, using the light pen on the screen. The TX-2 system that Sutherland used to run his program was based on the Whirlwind, but used transistors instead of vacuum tubes. William Fetter – coined the word computer graphics Spacewar! One of the earliest interactive game was called Spacewar! Created by Steve “Slug” Russell, Martin “Shag” Graetz, and Wayne Witaenem in 1962, it took about 200 manhours to code. People spread copies around so that nearly every owner of a DEC PDP-1 (a commercial version of MIT’s TX-2) had one. People had to rig their own controls for the game to play it. Of course, before long a copy fell into the hands of Digital Equipment Corporation, who ended up using it to test PDP computers in the factory and shipping a copy with each system sold. Computer programmers who loved Spacewar! ported it to other computer systems and several arcade versions were released in the 1970s. Sutherland, who had been working at ARPA, was recruited to Utah’s program by its head, long-time friend Dale Evans. There, researchers in the program created an algorithm that would hide surfaces, improving on the wireframe and giving it a solid appearance. At Utah and in other places, shaders had been invented to shade the colors of surfaces based on how the light hit them. These were big improvements, but objects still did not look like they had natural lighting. Bui Tuong Phong noted that direct lighting on objects created highlights, and developed the Phong shader algorithm to simulate these. As he worked on this problem, which was to be his doctoral thesis, he learned that he had leukemia. Though a terminal diagnosis, he kept on and received his PhD in 1975 before passing away. Phong shading produced great results but was quite slow to render. Another Utah graduate student, Jim Blinn, used Phong’s work to figure out a faster way. Both Phong and Blinn shaders are in common use today in most 3D applications. Other important advances to come out of the University of Utah included texture mapping, shadows, antialiasing, facial animation, and many more. The famous Utah teapot was first modeled by Martin Newell. Its primitive is still found today in 3D applications because the simple round shape with the elements of the spout and handle make it ideal for testing lighting and maps. Among the other big Utah names was graduate student Ed Catmull. He's interested in animation and texturing, and attracted the attention of George Lucas, the visionary behind Star Wars. He recruited Catmull and others from Computer Graphics Laboratory (CGL) to form this department, where they created the first fully computer-generated animation that would appear in a feature film: the Genesis Effect simulation sequence from Star Trek II: The Wrath of Kahn was released in 1982. https://youtu.be/Qe9qSLYK5q4 1982 - Disney’s Tron came out. Disney had used the services of three computer graphics companies to create Tron. But the innovative animation and compositing of live footage with it could not prop up the storyline. Tron tanked at the box offices. https://youtu.be/huHV8aW37ZM Seeing this, and noting how expensive computer graphics were (the power alone for the supercomputers needed at the time could be in the hundreds of dollars per day), Lucas decided to drop the computer graphics division. Still passionate about being able to create animations with computers, Catmull kept the department together and began to look for someone who could finance them. Steve Jobs, the founder of Apple Computers, took on sponsorship, and that led to the birth of Pixar Animation Studios. Though animated computer graphics were thriving in areas such as advertising and opening credits for television shows, Tron’s failure frightened most producers away from using computer graphics in movies. One exception was The Last Starfighter, produced released in 1985. Unlike any other movie that was set in space before then, no physical models were used for the spaceships. They were 3D rendered models. In this production, using computers saved time and ended up saving money compared to the traditional techniques. Critics gave The Last Starfighter above-average reviews, and it succeeded at the box office, leading to a revival of interest of filmmakers in using computer graphics for movies. https://youtu.be/bkDzkjQodzs One of the first milestones from this era was The Abyss, which in 1989 had the first convincing 3D graphics creature in the form of a pseudopod with a face on it. https://youtu.be/MqjaTnBLGys Terminator II pushed it further with a whole human model that moved naturally. By the time of Jurassic Park (1993) and Walking with Dinosaurs (1999), the state of the art had progressed to having fully realized computer-generated dinosaurs interacting with their environment. https://youtu.be/-QpUE7vZQbI That same year, Babylon 5 brought 3D graphics technology to television serials, coping with the lower budget and rapid production cycles. Babylon 5 computer graphics would be produced using networks of personal computers (PCs) to render. With this jump in technology, computer graphics had become less expensive than many traditional special effects. This continued to spread through all aspects of the feature film industry. Computer-generated 3D graphics were brought to cartoons as well. Reboot was the first of these 3D cartoons to air, in 1994. Production on it started in 1988 and it was purposely set as a world within a computer mainframe because, at the time, they could only create blocky looking models. https://youtu.be/fuEJWmxWkKw Babylon 5 Reboot In 1995, Pixar came to maturity as a film production company with the release of Toy Story. Equipment and experience allowed them to make much smoother models, but they still animated mostly inorganic surfaces with the toys. https://youtu.be/aoU5G_DKhMU In 2001, Final Fantasy: The Spirits Within attempted to create such a fully realized human CGI character. One of the developments to help with this has been motion capture technology. https://youtu.be/Ylf-E8AkGpo Several movies use motion capture to bring realistic movement into their characters. The best examples are usually not fully human, such as Gollum in Lord of the Rings: The Two Towers (2002) and Davy Jones in Pirates of the Caribbean: Dead Man’s Chest (2006), but technology is improving. https://youtu.be/ePzOShBS9uU https://youtu.be/Vp1rS_UAvjs Of special concern has been the subtle facial expressions that give us our humanity because of our ability to decode emotion on the human face from even tiny movements. A big improvement in this ability was seen in The Curious Case of Benjamin Button (2008). https://youtu.be/TNlj3_SuLt4 One of the biggest movies of 2009 was Avatar, in which the main characters were entirely computer-generated either some or all of the time and used sophisticated motion capture techniques. Once again, these characters were not completely human but were entirely convincing. Not only did Avatar feature incredible characters; most of its environment was computer generated as well, allowing incredible effects such as glowing plants and floating mountains to increase the power of the natural setting. Using computer graphics to create set extensions or even entire sets is becoming a more common practice. https://youtu.be/VWB6lnnYFlc https://youtu.be/1wK1Ixr-UmM Another example is the completely artificial environment of Tron: Legacy, in 2010. With hardware and software advances, including digital cameras and editing software, much of the technology has become more efficient and less expensive to use than traditional methods of on-location shooting. It is becoming more common to film in front of green screens even for those films that are not special effects focused. 9/20/24, 8:24 AM 1.8 Common Shortcut Keys in Blender: IT 017-IT31S6 - 3D Modelling, Texturing, Rendering and Lighting 1.8 Common Shortcut Keys in Blender Common Mouse Actions in Blender Action Result Left-click Select Shift+left-click Add to selection Ctrl+left-click (edit mode) Remove from selection Left-click+drag Box selection Alt+left-click (edit mode) Edge/Face loop select Middle-click+drag Rotate view Shift+middle-click+drag Pan view Ctrl+middle-click+drag Zoom view Right-click Context menu Common Numeric Keypad Hotkeys in Blender Hotkey Description 1 Front view Ctrl+1 Back view 2 Rotate view up Ctrl+2 Pan view up 3 Left side view Ctrl+3 Right side view 4 Rotate view left Ctrl+4 Pan view left 5 Toggle perspective/orthographic view https://tip.instructure.com/courses/56458/pages/1-dot-8-common-shortcut-keys-in-blender?module_item_id=6194682 1/3 9/20/24, 8:24 AM 1.8 Common Shortcut Keys in Blender: IT 017-IT31S6 - 3D Modelling, Texturing, Rendering and Lighting 6 Rotate view right Ctrl+6 Pan view right 7 Top view Ctrl+7 Bottom view 8 Rotate view down Ctrl+8 Pan view down 9 Redraw screen 0 Camera view Ctrl+Alt+0 Set camera to viewport / Toggle local view. (dot/period) Zoom on selection + Zoom into view Common Keyboard Hotkeys in Blender’s 3D View Hotkey Description A Select all Alt+A Deselect all Shift+A Show Add menu Shift+D Duplicate Alt+D Linked duplicate E (edit mode) Extrude F (edit mode) Create face/edge G Grab/move Alt+G Clear location H Hide selected Alt+H Reveal all I Insert keyframe Ctrl+J Join selected objects https://tip.instructure.com/courses/56458/pages/1-dot-8-common-shortcut-keys-in-blender?module_item_id=6194682 2/3 9/20/24, 8:24 AM 1.8 Common Shortcut Keys in Blender: IT 017-IT31S6 - 3D Modelling, Texturing, Rendering and Lighting L (edit mode) Select linked vertices Shift+L (edit mode) Deselect linked vertices M Move selection to collection Ctrl+M Mirror selection N Toggle Sidebar visibility Ctrl+N New Blender session Ctrl+N (edit mode) Calculate normals outside O (edit mode) Enable proportional editing P (edit mode) Separate to new object Ctrl+P Make parent Alt+P Clear parent R Rotate Alt+R Clear rotation S Scale Alt+S Clear scale U (edit mode) Unwrap mesh Ctrl+S Save file X Delete selection Ctrl+Z Undo Ctrl+Shift+Z Redo Spacebar Play animation Shift+Spacebar Show Tool menu Ctrl+Spacebar Maximize editor area Tab Toggle Edit mode Ctrl+Tab Show mode pie menu Tilde (~) Show view pie menu F2 Rename selected object F3 Show search menu F9 Show floating Last Operator panel https://tip.instructure.com/courses/56458/pages/1-dot-8-common-shortcut-keys-in-blender?module_item_id=6194682 3/3

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