3D MODELING / EXERCISES

28/08/2023 - 27/11/2023 / Week 1- Week 14
Chew Zhi Ern / 0358995
3D Modeling / Bachelor of Design (Honours) in Creative Media / Taylor's University
Exercises



INSTRUCTIONS


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LECTURES

Week 1: Module Information Briefing
In the first week of the module, we dive into the essentials to set the stage for our learning journey. Our exploration begins with becoming acquainted with the module's outline, while also clarifying the expectations surrounding upcoming assignments. This process ensures that we grasp the module's structure and objectives effectively. The week kicks off with an enlightening introduction to the fundamental aspects of Blender, an exceptionally versatile and potent software designed for 3D modeling and animation. This initial exposure to Blender basics bestows upon us a robust groundwork upon which we can construct more advanced concepts throughout the module's progression. Week 1 holds immense significance as it acts as the pivotal starting point, arming us with the indispensable knowledge and perspective needed to foster a successful and profoundly enriching learning journey in the days to come.


VIEW AXIS
  • X axis: Left (+) / Right (-)
  • Y axis: Front (-) / Back (+)
  • Z axis: Top (+) / Bottom (-)

Coordinate Systems Diagram

Shortcut key:
  1. Rotate View: Mouse Scroll Wheel/Middle Button -> Click, Hold & Drag
  2. Track View: Shift + Mouse Scroll Wheel/Middle Button -> Click, Hold & Drag
  3. Zoom: 
    • (Incremental) Mouse Scroll Wheel/Middle Button  -> Scroll Up [Zoom In] / Scroll Down [Zoom out]
    • (Smooth) Ctrl + Mouse Scroll Wheel/Middle Button  -> Move Up [Zoom In] / Move Down [Zoom out]

PERSPECTIVE VS ORTHOGRAPHIC
Shortcut key: Numpad 5
  • Perspective: Mimics the perception of the human eye, with objects getting smaller the further away they are.
  • Orthographic: Parallel lines remain parallel and all parts have the same size.

Different Types of Projections

QUAD VIEW
Menu: View ‣ Area ‣ Toggle Quad View
Shortcut key: Control + Option + 'Q'

By default, the 3D Viewport only shows the scene from one viewpoint. By using Quad Views, you can see it from multiple viewpoints at the same time, which gives more context about the changes you’re making.

Toggling Quad View will split the 3D Viewport into 4 views:
  • Three Orthographic side views
    • Top
    • Front
    • Right
  • One user perspective view
Quad View - Multiple Viewpoints at the Same Time

To Maximize Orthographic View in Quad Mode:
'N' (Properties Panel) -> View -> Quad View -> Disable the Lock Rotation option

Options Menu: Sidebar ‣ View ‣ Quad View
  • Lock Rotation: When disabled, makes it possible to orbit in the orthographic views as well (turning them into perspective views instead).
  • Sync Zoom/Pan: Syncs the view position between side views. (Requires Lock Rotation to be enabled.)
  • Clip Contents: Clip objects based on what is visible in the other side views.
To change the view to specific scene from Quad View:
Mouse over the viewport to select an orthographic view -> Ctrl + Option + 'Q'

* 'T' -> Toolbar
   'N' -> Sidebar

Blender Interface: Windows

Blender 3D Editor

Select Object
Left click on the object

De-select Object
Left click anywhere except the object

Transformation - MOVE
Gizmo: Z Axis, Y Axis, X Axis

Shortcut key: Select Object ‣ 'G' (Grab) ‣ Move Mouse ‣ Click Key to Select Axis ('X' / 'Y' / 'Z') ‣ Insert Value ‣ Left Click to Finish

Transformation Gizmos

Grid & Working Unit

Units

Add Object
Menu: Viewport ‣ Menu ‣ Add ‣ Mesh ‣Select Mesh
Shortcut key: Shift + 'A'

Multiple Selection
  1. Select the first object
  2. Shift + Click Another Object
OR

Box Selection
  1. Toolbar -> Select Box
  2. Click & Drag

Transform Orientation
  • Global
    • The manipulator matches the Global (or World) axis.
    • The Mini Axis in the lower left corner of the viewport, and the Grid Floor, shows the axes of world coordinate system.
  • Local
    • The manipulator matches the Object axis.
    • When an object is rotated, the direction of the Local manipulator matches to the object’s rotation relative to the global axes. While the Global manipulator always correspond to world coordinates.
Transform Pivot Point
When rotating or scaling an object or group of vertices/edges/faces, you may want to shift the pivot point to make it easier to manipulate an object. Using this selector in the header of any 3D View, you can change the location of the pivot point.


** Scale:
  • Outer White Circle Ring - Increase the size of the object
  • Blue Axis (Z) - Increase the height of the object
  • Green Axis (Y) - Increase the length of the object
  • Red Axis (X) - Increase the width of the object

Week 2: Primitive 3D Modeling
This week, we expanded on the fundamentals we covered in Week 1. We revisited Blender basics to solidify our understanding and then dove into the exciting realm of primitive 3D modeling. Through the lecture, we learned how to create basic shapes using primitives and explored the power of modifier-based modeling. Additionally, we introduced the Workbench render engine for previewing our creations. We also initiated Exercise 1: Model Blocking this week, diving into this hands-on project to apply and test our newly acquired skills. Week 2 provided a substantial enhancement to our foundation, setting us up for more creative exploration in the world of 3D modeling with Blender.



Reset 3D Cursor to Origin
Shortcut key: Shift + 'S' ‣ Cursor to World Origin

Wireframe VS Solid
Shortcut key: Shift+ 'Z'

X-Ray (Only in Solid Mode)
Shortcut key: Option + 'Z'

Object Hierarchy
Parent & Child Relationship

To Parent:
  1. Select all child
  2. Select object as parent as last selection
  3. Ctrl + 'P' (Set Parent to Object) / Object ‣ Parent ‣ Object
To Unparent:
  1. Option + 'P'
  2. Clear Parent (* Select the child object first)

Reset Transformation
Shortcut key:
  1. Reset Move: Option + 'G'
  2. Reset Rotation: Option + 'R'
  3. Reset Scale: Option + 'S'
Duplicate Object
Shortcut key: Shift + 'D'

Linked Duplicate Object
Shortcut key: Option + 'D'

To Add a Background
Shortcut key: Shift + 'A' ‣ Mesh ‣ Plane ‣ 'S' to scale


Week 3: Cylindrical Modeling
We studied cylindrical modeling in this week's module. Our journey started with a comprehensive explanation that gave us a thorough understanding of the ideas and principles underlying this modeling approach. We learned about its applications, significance, and how it can be a valuable asset in the realm of 3D modeling.  Following the lecture, we engaged in practical learning through a tutorial focused on Cylindrical Modeling techniques and tools. Being hands-on provided us with the skills we needed to bring our creative concepts to life. We developed our skills, experimented with a variety of modeling tools, and learned how versatile cylindrical shapes are for creating complex 3D models.



Modeling Techniques
  • Polygon
  • Curved Based Modeling / NURBS
  • Sculpting (Advanced)
    • Retopoly
    • High Density Organic Objects
Polygon Components
  1. Vertex*
  2. Edge*
  3. Face*
  4. Normal - Surface Appearance
* Modeling -> Altering the Shape

Main Components of a Polygon

Switching from Object Mode to Edit Mode
  • Change the mode from Object Mode to Edit Mode
Select Mode in Edit Mode

In Edit Mode there are three different selection modes. We can enter the different modes by selecting one of the three buttons in the header.
  • Select the component and apply transformation to begin shaping the model
Notes: Can add more components (such as  to primitive object through initial setting when first created it. (Increase: Verticles, Radius, Depth)

Select Mode

Polygon Modeling Tools:

Inset
Menu: (Edit Mode) Menu ‣ Face ‣ Inset Faces
Shortcut key: 'I' ‣ Move the Mouse Leftward

Inset

Extrude
Menu: (Edit Mode) Menu ‣ Face ‣ Extrude Faces
Shortcut key: 'E' ‣ Move Cursor According to the Surface Direction

Extrude

Bevel
Menu: (Edit Mode) Menu ‣ Edge ‣ Bevel Edges
Shortcut key: Select the edge ‣ Ctrl + 'B' ‣ Move Cursor Rightward

Edge Loop
Menu: (Edit Mode) Menu ‣ Select ‣ Select Loops ‣ Edge Loops
Shortcut key: Shift + Option ‣ Left Click at Any Edge (Horizontally / Vertically : Depending on the edge loop direction)

An edge loop in Blender is a series of edges that connect to form a path where the first and last edges connect to each other. (Vertex start and end at same spot)

Modeling Workflow
  • Low Polygon -> Smooth Modifier -> Adjust Sharpness & Smoothness of the Corner

Smooth Modifier
Shortcut key: Ctrl + 1 (Level 1 Subdivision)
                      Ctrl + 2 (Level 2 Subdivision)
                      Ctrl + 3 (Level 3 Subdivision)
                      Ctrl + 0 (Unsmooth Level 0)

Loop Cut
Menu: (Edit Mode) Menu ‣ Edge ‣ Loop Cut and Slide
Shortcut key: Ctrl + 'R'
Toolbar: Loopcut
  • Mouse over Horizontal Edge Loop to add Vertical Edge Loop -> Left Click to Complete
OR
  • Mouse over Vertical Edge Loop to add Horizontal Edge Loop -> Left Click to Complete

Cylindrical Modeling
  1. Add Cylinder
  2. Initial Setting: Set the number of vertical (Minimum 8 Vertices)
edge -> edge slide to smoothen


Week 4: Cylindrical Modeling
In the fourth week of this module, we explored into the field of Box Modeling, a fundamental approach in 3D design. We began our task with a thorough lecture where we thoroughly understood the underlying ideas and principles of box modeling. The lecture was followed by a hands-on session where we went into the practical aspect of box modeling. Here, we picked up fundamental skills and tools that enabled us to create sophisticated 3D models by utilising the power of boxes and polygons.



Connect Vertex Path
Menu: (Edit Mode) Menu ‣ Vertex ‣ Connect Vertex Path
Shortcut key: Select the two points to be connected ‣ 'J'

Extrude
Menu: (Edit Mode) Menu ‣ Mesh ‣ Extrude ‣ Extrude Faces Along Normals
Shortcut key: Option + 'E' ‣ Extrude Along Normals
Toolbar: Extrude Region ‣ Extrude Along Normals

Duplicate Mirror
Shortcut key: (Object Mode) Select the Object to be Duplicate ‣ Shift + 'D' ‣ Right Click ‣ Menu ‣ Object ‣ Mirror ‣ X Local

* Must set the Transform Pivot Point to 3D Cursor


Reference Image

Outcome without Wireframe

Outcome with Wireframe

Week 5: Boolean Modeling
In the fifth week of our 3D Modeling module, we ventured into the world of Boolean Modeling. Our journey began with a comprehensive lecture that provided us with an understanding of the principles and concepts behind Boolean Modeling. Following the lecture, we engaged in practical learning through a tutorial focused on Boolean modeling techniques and tools. This hands-on experience equipped us with the necessary skills to leverage Boolean operations for combining, subtracting, and intersecting objects in our 3D designs. With this newfound knowledge and practical expertise, we are now better equipped to tackle intricate 3D modeling challenges and create stunning, complex objects.



LOCAL VIEW
Menu: View ‣ Local View ‣ Toggle Local View
Shortcut key: '/'

Boolean Modifier
• Intersect: Everything inside both the target mesh and the modified mesh is kept. If the target is a collection, then only the inside of all meshes is kept.
• Union: The target mesh or collection is added to the modified mesh, removing any interior faces.
• Difference: The target mesh, or collection of meshes, is subtracted from the modified mesh (everything outside of the target mesh or collection is kept).

Boolean Operations

Week 6: Look Development
In the sixth week of our 3D Modeling module, we explored the fascinating realm of look development. Our journey began with a comprehensive lecture, where we delved into the crucial components of material, camera, lighting, and rendering in the 3D world. Understanding these elements is paramount in creating visually stunning 3D models. Following the lecture, we rolled up our sleeves for a hands-on tutorial, where we learned the ins and outs of look development techniques and tools. By the end of this week, we emerged with the skills to describe the look development process, expertly apply camera, lighting, and rendering techniques, and discern between good and bad rendering – essential knowledge for crafting captivating 3D visuals.



Camera
  • Switch view to camera
  • Adjusting camera view - View Lock: Camera to View
Lens - Focal Length
  • Narrow Angle
    • Distorted View: "Fish Eye" (<35mm)
  • Human Eye
    • 35mm
  • Wide Angle
    • Compressed Perspective Wide (>35mm)
Clip Start & Clip End
- All object must be put in the region (between clip start and clip end) to be rendered as output.

Safe Areas

Safe Areas Grid

For Composition Wise (To Compose the Object)
  1. Rule of Thirds
  2. Camera Angle
    • High Angle (make the object or character looks weaker)
    • Eye Level
    • Low Angle (make the object or character looks stronger)
  3. Framing
    • Wide Shot (WS) / Establishing Shot (ES)
      • Landscape (Wide)
    • Full Shot (FS)
      • For character head to toe
    • Medium Shot (MS)
      • From head to waist
    • Close Up (CU)
      • Focus on the tight shot of the head function
    • Extreme Close Up (ECU)

Rule of Thirds Grid

Point of View: Camera Angle

Camera Shot Sizes

Rendering
  • 3D Application
    • Raw Output 
            
  • Process --> RENDERING
    • Shadow
    • Illumination
    • Highlight
    • Indirect Lightning
            
  • Output
    • Still
    • Image Sequence
Week 7: UV Unwrap and Texturing
In the seventh week of our module, we embarked into UV unwrapping and texturing. The class began with an in-depth lecture that provided us with a profound understanding of the critical role that UV mapping and texturing play in the realm of 3D modeling. This foundational knowledge paved the way for our hands-on exploration. During a practical tutorial, we acquired essential techniques and tools for UV unwrapping, a fundamental process for transforming 3D models into 2D representations. This step is essential in the application of textures, which in turn adds depth and realism to our creations. Equipped with this newfound expertise, we are now empowered to elevate the visual quality of our 3D models, allowing them to truly come to life.



Show Face Orientation
Menu: (Object Mode) Menu ‣ Viewport Overlays ‣ Face Orientation

Flip Normals
Menu: (Edit Mode) Select Face(s) ‣ Menu ‣ Mesh ‣ Normals ‣ Flip

UV
(Just like Vertex.) It refers to the axes of the map. It is only visible in UV Editor.
  • U: Horizontal (X)
  • V: Vertical (Y)
UV Editor
Menu: Blender Workspace ‣ UV Editing / Customised Workspace ‣ Editor Type ‣ UV Editor

Menu: (Edit Mode) Blender Workspace ‣ UV Editing / Customised Workspace ‣ Editor Type ‣ UV Editor


Export UV Layout

Week 8: Independent Learning Week
No Class.

Week 9: Character Modeling
We started an interesting investigation of character modeling in the ninth week of our module. The first part of our journey was a thorough lecture where we learned about the workflow of character modeling and identified the key steps and procedures involved. In the session that followed, we went right into applying what we had learned by honing our character modeling skills and becoming familiar with the necessary tools. With this newfound information, we are better equipped to create 3D characters that are fascinating and realistic, giving our creative endeavours depth and complexity.



Character Modeling
~ Pose -> Bend limb
  1. Subdivision
    • Arm
      • Using Bone Technique
      • Add Subdivision & Edge Loop for Elbow part
        • What happens if there aren't enough subdivisions?
          • When it comes to bending, the deformation will have a weird shape.
  2. Facial Deformation
    • Eye & Mouth
      • "Shape Key" Technique

3D Sculpting
- Dense model with unorganised wireframe.
- Rebuild the model -> the right topology -> "Retopology"

3D Modeling Process
  1. Character Design -> 3D
          •  Model Sheet (Front/Back; Side View)
          • Perspective -> Artistic Reference
  2. Project model sheet into image reference in Blender

Importing Image Reference inside Blender

Front
  • Go to front orthographic
  • Menu: (Object Mode) Menu ‣ Add ‣ Image ‣ Reference
Side
  • Go to side orthographic
  • Menu: (Object Mode) Menu ‣ Add ‣ Image ‣ Reference
* Make sure character's front is facing -y axis.

Week 10: Character Modeling
In the ninth week of our module, we picked up where we left off in our character modeling endeavors. Building on the progress made in the previous week, we continued to refine and bring our 3D characters to life. This week's focus was on perfecting the intricate details of our character models, ensuring they capture the essence and personality of our designs.

Week 11: Final Project Consultation
Progress Feedback.

Week 12: Final Project Consultation
Progress Feedback.

Week 13: Final Project Consultation
Progress Feedback.

Week 14: Final Project Consultation
Progress Feedback.


EXERCISES

EXERCISE 1: MODEL BLOCKING (Modeling from Primitives Objects)

In this exercise, we will learn how to model objects using primitive shapes in Blender. We will start by thinking of an object that can be simplified as a combination of primitive shapes, such as a train, snowman, or robot. We will then sketch our idea for inspiration and use Blender to create the obejct. Next, we will use the primitive shapes to create the basic forms of our object, and then use transformation tools and modifiers to manipulate the objects into the correct positions and appearance. Finally, we will assign materials to the objects, set the final look using lighting and shadows, and compose the object within the camera for final output.


For Exercise 1: Modeling from Primitive Objects, I began by visualizing the composition and elements that I wanted to include in my scene and also that could be simplified using primitive shapes. This included a table, chair, wooden bricks, and some food items. So, I used Procreate to sketch a rough idea of my chosen objects to guide my modeling process.

Figure 1.1 Object's Rough Sketches

With Blender as my tool, I created a new project and initiated the modeling process. Using primitive shapes like spheres, cylinders, cubes and toruses to model their basic structures. I meticulously constructed and employing transformation tools like scaling, rotation, and translation to refine its form.

Figure 1.2 Conceptualizing the Objects
Figure 1.3 Scaling

Figure 1.4 Rotating

Additionally, I utilized modifier tools when necessary to deform the model,  such as bevels, subdivision surface and simple deform to match my initial concept. This step were also to give them a more realistic appearance.

Figure 1.5 Modifying

Figure 1.6 Applying Shade Smooth

Once the basic structure was complete and the objects are all in place, I assigned fundamental materials to the objects to introduce colour and texture.

Figure 1.7 Adding Colour

Figure 1.8 Adjusting Metallic Value

Shifting to Workbench Render mode, I adjusted lighting and shadows to achieve the desired appearance, ensuring that the object presented well in the chosen lighting setup.

Figure 1.9 Setting Light & Shadow

Lastly, I then focused on composing the scene by positioning and framing the camera to capture the object effectively. To meet the specified requirements, I set the render output size to 720p (1280 x 720 pixels) and double-checked that the camera view and object composition were appropriate for this output size.

Figure 1.10 View Setting

Figure 1.11 Choosing Format Presets

Figure 1.12 Rendering

Figure 1.13 Final Render

The resulting images were saved in PNG format. For submission purposes, I generated two versions of the final image: one without wireframe, displaying the object in solid form, and another with the wireframe overlaid on the solid model to provide a comprehensive view.

Figure 1.14 Outcome without Wireframe

Figure 1.15 Outcome with Wireframe

I've made some improvements since our feedback session with Mr. Kamal in order to get better.

Figure 1.16 Final Outcome without Wireframe

Figure 1.17 Final Outcome with Wireframe


EXERCISE 2: CYLINDRICAL MODELING

In this exercise, we'll unleash our 3D modeling skills by transforming cylindrical objects such as plates, bottles, or glasses into digital creations. Start by selecting multiple objects and gather references, including blueprints and images. Then, employ modeling tools like Extrude, Bevel, Inset, and Loop Cut to shape the primitive cylinder into a detailed replica. Finally, showcase our masterpiece using Blender's Viewport rendering, ensuring a crisp 1280 x 720 resolution in PNG format.

The first step was to brainstorm and select any object that featured a cylindrical shape. With the objects chosen, I scoured the internet for references, including blueprints and images, to guide the modeling process and ensure accuracy.

Figure 2.1 Reference

Figure 2.2 Reference Image Added

Next, I harnessed the modeling tools like Extrude, Bevel, Inset, and Loop Cut within Blender to sculpt the objects from primitive cylinders. These tools allowed me to manipulate vertices, edges, and faces to create the desired shapes.

Figure 2.3 Edge Loop

Figure 2.4 Adjusting the Edge Loop

Figure 2.5 Scaling

Figure 2.5 Bevel Edges

To achieve a polished look, I applied a smooth modifier and fine-tuned the sharpness and smoothness of the object's corners, ensuring they matched the references.

Figure 2.6 Applying the Smooth Modifier

For the final output, I opted for Viewport rendering in Blender and the output size is 1280 x 720 pixels which in PNG format.

Figure 2.7 Outcome without Wireframe

Figure 2.8 Outcome with Wireframe

I have made several changes in order to improve after speaking with Mr. Kamal about his comments. Consequently, this is the updated result.

Figure 2.9 Colour Added

Figure 2.10 Shadow & Light Direction Adjusted

Figure 2.11 Final Submission for Exercise 2 without Wireframe

Figure 2.12 Final Submission with Wireframe


EXERCISE 3: BOX MODELING

In this exercise, we embarked on a creative journey by envisioning objects with box-like structures, such as electronic devices, vehicles, or furniture. We were challenged to keep our designs both simple and captivating. Armed with references like blueprints or images, we meticulously studied shapes and proportions to guide our modeling process. Utilizing the foundational modeling tools we learned in class, particularly the box modeling techniques, we sculpted our objects using primitive cubes as the primary building blocks. While we had the creative freedom to incorporate other shapes like cylinders or spheres, the dominant form had to remain box-shaped. To add a touch of realism, we applied basic materials and colors to our creations, bringing our digital designs to life.

At first I was thinking about making a phone booth, an old radio, or an arcade machine. After much deliberation, I ultimately decided to model an arcade game because I find it more engaging and its creation is rather simple. So I did some research and found some references to use as a guideline.

Figure 3.1 Reference 1

Figure 3.2 Reference 2

Figure 3.3 Reference 3

After having the references, I started to model the object using Blender. In this exercise, we were require to model the object using a primitive cube by utilising modeling tools that we have learned in class using box modeling techniques. Therefore, I started this exercise using a cube.

Figure 3.4 Scaling

Figure 3.5 Process (Extrude)

Figure 3.6 Process (Loop Cut)

Figure 3.7 Process (Extruding Loop Cut)

As instructed, we can also combine with other shapes such as cylinders, spheres, etc.

Figure 3.8 Process

Figure 3.9 Process

Figure 3.10 Process (Inset)

Figure 3.11 Process (Scaling)

Figure 3.12 Process (Extrude)

Figure 3.13 Process

Figure 3.14 Process

Figure 3.15 An Approximate Model Result

Aside from that, I applied 'Shade Smooth' to the required object.

Figure 3.16 Process

To make it more appealing and lifelike, colour is then added.

Figure 3.17 Process

Figure 3.18 Process (Material Added)

Finally, here is the outcome for the exercise.

Figure 3.19 Outcome without Wireframe

Figure 3.20 Outcome with Wireframe

After receiving feedback from Mr. Kamal during the session, he expressed concerns that the entire object appeared too dark. As a result, he suggested that I should brighten it up. Consequently, I proceeded to adjust the colour tone accordingly and here is the final submission for the exercise.

Figure 3.21 Final Submission without Wireframe

Figure 3.22 Final Submission with Wireframe


EXERCISE 4: KARAMBIT MODELING

In this exercise, we embarked on a mission to model a Karambit, a distinctive curved knife, using provided reference by lecturer. Leveraging the power of organic modeling techniques and tools like Loop Cut, Knife, and Symmetry, we meticulously crafted this intricate object. Our primary reference was the downloaded image, guiding us through the modeling process. To add an element of realism, we applied basic materials and colors, resulting in a striking digital representation of this unique blade.

To get started, we downloaded the provided blueprint, which served as our guiding visual reference throughout the entire process.

Figure 4.1 Karambit Reference

With the reference image in hand, we ventured into the core of the exercise: modeling the Karambit itself. We employed organic modeling techniques, utilizing tools we had previously learned, such as Loop Cut, Knife, and Symmetry. These tools allowed us to meticulously sculpt the knife's intricate details and curves, striving for precision and accuracy in our digital recreation.

Following the initial extrusion and inset actions, the subsequent step involves the application of modifiers, such as Subdivision, Bevel, and Mirror, to enhance the model's appearance.

Here's how it works:

Figure 4.2 Mirror Tool Applied

Figure 4.3 Subdivision

Figure 4.4 Apply the Modifier

Figure 4.5 Faces Deleted

Figure 4.6 Connecting the Edge Loops

Figure 4.7 Subdivision Applied

Figure 4.8 Adjusting the Edge

Figure 4.9 Model Outcome

As our model took shape, we didn't stop at just the form; we went a step further by applying basic materials and colors to our creation. This addition added an element of realism to our 3D representation, making the Karambit not only visually accurate but also aesthetically pleasing.

Figure 4.10 Applying Colours and Materials

Figure 4.11 Final Submission without Wireframe

Figure 4.12 Final Submission with Wireframe

By the end of this exercise, we had not only honed our 3D modeling skills but also gained valuable experience in translating real-world objects into digital art. This exercise served as a testament to the power of organic modeling techniques and the versatility of 3D design tools.


FEEDBACKS

Week 3: 

- In terms of composition, it would be even better if I could seek up some references for it.
- Good attempt.
- Take into account giving the block parts like the table and drawer the bevel modifier.
- To improve the chair's appearance, increase the subdivision levels to 3.
- Use the "Shade Smooth" tool to give the burger a smoother, more natural appearance.

Week 4:

- To give the cylindrical model a smoother appearance, utilise the "Shade Smooth" option.
- To make the scene more pleasant to the eye and easy to watch, light up the floor and the background.
- For a better angle and perspective, turn the camera to face the front.

Week 5:

- Not bad in overall.
- Attempt to enhance its brightness to mitigate its gloomy appearance. (Change the colours)


REFLECTIONS

Experience:
The 3D Modelling Pipeline exercises were an exciting introduction journey to game development, animation and interactive media. The course of study introduced the 3D modelling principles and methods, providing a visual exploration at digital content development. The basic to advanced polygonal modelling assignments taught me about the Blender 3D tool. The process of creating optimized polygonal objects was challenging but rewarding, fostering a deeper understanding of the technical intricacies involved in 3D modeling.

Observations:
Through the activities, it became clear that a solid basis in art principles, particularly size and proportion, was essential for 3D models to be visually appealing. The module's lectures and hands-on assignments made learning more engaging and participative. Acquiring familiarity in the software's tools and applications will speed up the process of finishing the assignment. I improved my 3D model assessment and presentation by reviewing other people's renderings and tutorials.

Findings:
The exercises yielded valuable discoveries regarding the adaptability and utilisation of skills learned in diverse situations. The process of creating 3D models not only honed technical skills but also fostered innovative approaches to problem-solving. The exercises laid the groundwork for understanding the holistic 3D modeling process, from conceptualization to the presentation of the final product.

In conclusion, the module's exercises provided a hands-on exploration of the multifaceted world of digital content creation. The learning goals were achieved through the application of acquired skills to new situations, reinforcing the adaptability of knowledge in the dynamic field of 3D modeling. As I continue to develop my E-portfolio with reflective studies, these exercises will serve as a valuable testament to the growth and proficiency gained in the realm of 3D modeling.

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